2011-10-10 09:38:02 +00:00
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/*
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2008-01-07 19:13:47 +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
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2008-01-07 19:13:47 +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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2008-01-07 19:13:47 +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 20:40:57 +00:00
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/** \file blender/blenkernel/intern/texture.c
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* \ingroup bke
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*/
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2002-10-12 11:37:38 +00:00
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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2011-05-06 15:17:42 +00:00
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#include "BLI_dynlib.h"
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2009-11-10 20:43:45 +00:00
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#include "BLI_math.h"
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2008-10-01 03:35:53 +00:00
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#include "BLI_kdopbvh.h"
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2011-01-07 18:36:47 +00:00
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#include "BLI_utildefines.h"
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2011-10-27 05:34:39 +00:00
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#include "BLI_bpath.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_key_types.h"
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#include "DNA_object_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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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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#include "DNA_world_types.h"
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2006-07-31 15:53:03 +00:00
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#include "DNA_brush_types.h"
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2008-03-14 18:08:27 +00:00
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#include "DNA_node_types.h"
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#include "DNA_color_types.h"
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2011-02-12 14:38:34 +00:00
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#include "DNA_particle_types.h"
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2002-10-12 11:37:38 +00:00
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#include "IMB_imbuf.h"
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#include "BKE_plugin_types.h"
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#include "BKE_utildefines.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_library.h"
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#include "BKE_image.h"
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2004-07-26 21:44:55 +00:00
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#include "BKE_material.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_texture.h"
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#include "BKE_key.h"
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2005-12-21 22:21:43 +00:00
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#include "BKE_icons.h"
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2008-03-14 18:08:27 +00:00
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#include "BKE_node.h"
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2009-01-18 10:41:45 +00:00
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#include "BKE_animsys.h"
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2011-05-01 03:57:53 +00:00
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#include "BKE_colortools.h"
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2002-10-12 11:37:38 +00:00
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/* ------------------------------------------------------------------------- */
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2003-04-26 13:07:59 +00:00
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/* All support for plugin textures: */
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2007-01-18 15:39:59 +00:00
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int test_dlerr(const char *name, const char *symbol)
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2002-10-12 11:37:38 +00:00
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{
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char *err;
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2011-05-06 15:17:42 +00:00
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err= BLI_dynlib_get_error_as_string(NULL);
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2002-10-12 11:37:38 +00:00
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if(err) {
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printf("var1: %s, var2: %s, var3: %s\n", name, symbol, err);
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return 1;
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}
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return 0;
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}
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/* ------------------------------------------------------------------------- */
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void open_plugin_tex(PluginTex *pit)
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{
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int (*version)(void);
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/* init all the happy variables */
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2011-02-13 10:52:18 +00:00
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pit->doit= NULL;
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pit->pname= NULL;
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pit->stnames= NULL;
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pit->varstr= NULL;
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pit->result= NULL;
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pit->cfra= NULL;
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2002-10-12 11:37:38 +00:00
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pit->version= 0;
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2011-02-13 10:52:18 +00:00
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pit->instance_init= NULL;
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2002-10-12 11:37:38 +00:00
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/* clear the error list */
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2011-05-06 15:17:42 +00:00
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BLI_dynlib_get_error_as_string(NULL);
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2002-10-12 11:37:38 +00:00
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2011-05-06 15:17:42 +00:00
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/* no BLI_dynlib_close! multiple opened plugins... */
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/* if(pit->handle) BLI_dynlib_close(pit->handle); */
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2002-10-12 11:37:38 +00:00
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/* pit->handle= 0; */
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/* open the needed object */
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2011-05-06 15:17:42 +00:00
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pit->handle= BLI_dynlib_open(pit->name);
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2002-10-12 11:37:38 +00:00
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if(test_dlerr(pit->name, pit->name)) return;
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2011-02-13 10:52:18 +00:00
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if (pit->handle != NULL) {
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2002-10-12 11:37:38 +00:00
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/* find the address of the version function */
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2011-05-06 15:17:42 +00:00
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version= (int (*)(void)) BLI_dynlib_find_symbol(pit->handle, "plugin_tex_getversion");
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2002-10-12 11:37:38 +00:00
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if (test_dlerr(pit->name, "plugin_tex_getversion")) return;
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2011-02-13 10:52:18 +00:00
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if (version != NULL) {
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2002-10-12 11:37:38 +00:00
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pit->version= version();
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2008-04-18 19:10:03 +00:00
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if( pit->version >= 2 && pit->version <=6) {
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2002-10-12 11:37:38 +00:00
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int (*info_func)(PluginInfo *);
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PluginInfo *info= (PluginInfo*) MEM_mallocN(sizeof(PluginInfo), "plugin_info");
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2011-05-06 15:17:42 +00:00
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info_func= (int (*)(PluginInfo *))BLI_dynlib_find_symbol(pit->handle, "plugin_getinfo");
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2002-10-12 11:37:38 +00:00
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if (!test_dlerr(pit->name, "plugin_getinfo")) {
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2006-11-22 15:53:46 +00:00
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info->instance_init = NULL;
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2002-10-12 11:37:38 +00:00
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info_func(info);
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pit->doit= (int(*)(void)) info->tex_doit;
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pit->callback= (void(*)(unsigned short)) info->callback;
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pit->stypes= info->stypes;
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pit->vars= info->nvars;
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pit->pname= info->name;
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pit->stnames= info->snames;
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pit->varstr= info->varstr;
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pit->result= info->result;
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pit->cfra= info->cfra;
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2006-11-22 15:53:46 +00:00
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pit->instance_init = info->instance_init;
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2002-10-12 11:37:38 +00:00
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if (info->init) info->init();
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}
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MEM_freeN(info);
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} else {
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printf ("Plugin returned unrecognized version number\n");
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return;
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}
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}
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}
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}
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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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/* very badlevel define to bypass linking with BIF_interface.h */
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#define INT 96
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#define FLO 128
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2002-10-12 11:37:38 +00:00
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PluginTex *add_plugin_tex(char *str)
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{
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PluginTex *pit;
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VarStruct *varstr;
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int a;
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pit= MEM_callocN(sizeof(PluginTex), "plugintex");
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strcpy(pit->name, str);
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open_plugin_tex(pit);
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2011-02-13 10:52:18 +00:00
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if(pit->doit==NULL) {
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if(pit->handle==NULL) {;} //XXX error("no plugin: %s", str);
|
2010-08-02 16:27:41 +00:00
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else {;} //XXX error("in plugin: %s", str);
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2002-10-12 11:37:38 +00:00
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MEM_freeN(pit);
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return NULL;
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}
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varstr= pit->varstr;
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for(a=0; a<pit->vars; a++, varstr++) {
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if( (varstr->type & FLO)==FLO)
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pit->data[a]= varstr->def;
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else if( (varstr->type & INT)==INT)
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*((int *)(pit->data+a))= (int) varstr->def;
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}
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2006-11-22 15:53:46 +00:00
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if (pit->instance_init)
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pit->instance_init((void *) pit->data);
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2002-10-12 11:37:38 +00:00
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return pit;
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}
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/* ------------------------------------------------------------------------- */
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void free_plugin_tex(PluginTex *pit)
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{
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2011-02-13 10:52:18 +00:00
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if(pit==NULL) return;
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2002-10-12 11:37:38 +00:00
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2011-05-06 15:17:42 +00:00
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/* no BLI_dynlib_close: same plugin can be opened multiple times, 1 handle */
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2002-10-12 11:37:38 +00:00
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MEM_freeN(pit);
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}
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2006-01-04 12:13:13 +00:00
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/* ****************** Mapping ******************* */
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TexMapping *add_mapping(void)
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{
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TexMapping *texmap= MEM_callocN(sizeof(TexMapping), "Tex map");
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texmap->size[0]= texmap->size[1]= texmap->size[2]= 1.0f;
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texmap->max[0]= texmap->max[1]= texmap->max[2]= 1.0f;
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2009-11-10 20:43:45 +00:00
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unit_m4(texmap->mat);
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2006-01-04 12:13:13 +00:00
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return texmap;
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}
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void init_mapping(TexMapping *texmap)
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{
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float eul[3], smat[3][3], rmat[3][3], mat[3][3];
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2009-11-10 20:43:45 +00:00
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size_to_mat3( smat,texmap->size);
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2006-01-04 12:13:13 +00:00
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2011-03-28 04:22:50 +00:00
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eul[0]= DEG2RADF(texmap->rot[0]);
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eul[1]= DEG2RADF(texmap->rot[1]);
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eul[2]= DEG2RADF(texmap->rot[2]);
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2009-11-10 20:43:45 +00:00
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eul_to_mat3( rmat,eul);
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2006-01-04 12:13:13 +00:00
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2009-11-10 20:43:45 +00:00
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mul_m3_m3m3(mat, rmat, smat);
|
2006-01-04 12:13:13 +00:00
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2009-11-10 20:43:45 +00:00
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|
|
copy_m4_m3(texmap->mat, mat);
|
2011-11-06 16:38:21 +00:00
|
|
|
copy_v3_v3(texmap->mat[3], texmap->loc);
|
2006-01-04 12:13:13 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* ****************** COLORBAND ******************* */
|
|
|
|
|
2007-10-31 13:56:07 +00:00
|
|
|
void init_colorband(ColorBand *coba, int rangetype)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
int a;
|
|
|
|
|
|
|
|
coba->data[0].pos= 0.0;
|
|
|
|
coba->data[1].pos= 1.0;
|
|
|
|
|
Christmas coding work!
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
|
|
|
if(rangetype==0) {
|
|
|
|
coba->data[0].r= 0.0;
|
|
|
|
coba->data[0].g= 0.0;
|
|
|
|
coba->data[0].b= 0.0;
|
|
|
|
coba->data[0].a= 0.0;
|
|
|
|
|
2010-04-29 23:15:03 +00:00
|
|
|
coba->data[1].r= 1.0;
|
Christmas coding work!
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
|
|
|
coba->data[1].g= 1.0;
|
|
|
|
coba->data[1].b= 1.0;
|
|
|
|
coba->data[1].a= 1.0;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
coba->data[0].r= 0.0;
|
|
|
|
coba->data[0].g= 0.0;
|
|
|
|
coba->data[0].b= 0.0;
|
|
|
|
coba->data[0].a= 1.0;
|
|
|
|
|
|
|
|
coba->data[1].r= 1.0;
|
|
|
|
coba->data[1].g= 1.0;
|
|
|
|
coba->data[1].b= 1.0;
|
|
|
|
coba->data[1].a= 1.0;
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
for(a=2; a<MAXCOLORBAND; a++) {
|
|
|
|
coba->data[a].r= 0.5;
|
|
|
|
coba->data[a].g= 0.5;
|
|
|
|
coba->data[a].b= 0.5;
|
|
|
|
coba->data[a].a= 1.0;
|
|
|
|
coba->data[a].pos= 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
coba->tot= 2;
|
|
|
|
|
2007-10-31 13:56:07 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
ColorBand *add_colorband(int rangetype)
|
|
|
|
{
|
|
|
|
ColorBand *coba;
|
|
|
|
|
|
|
|
coba= MEM_callocN( sizeof(ColorBand), "colorband");
|
|
|
|
init_colorband(coba, rangetype);
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
return coba;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2004-06-30 18:54:09 +00:00
|
|
|
int do_colorband(ColorBand *coba, float in, float out[4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
CBData *cbd1, *cbd2, *cbd0, *cbd3;
|
|
|
|
float fac, mfac, t[4];
|
|
|
|
int a;
|
|
|
|
|
2007-04-16 10:55:59 +00:00
|
|
|
if(coba==NULL || coba->tot==0) return 0;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
cbd1= coba->data;
|
2004-06-30 18:54:09 +00:00
|
|
|
if(coba->tot==1) {
|
|
|
|
out[0]= cbd1->r;
|
|
|
|
out[1]= cbd1->g;
|
|
|
|
out[2]= cbd1->b;
|
|
|
|
out[3]= cbd1->a;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
2005-11-24 16:54:55 +00:00
|
|
|
if(in <= cbd1->pos && coba->ipotype<2) {
|
2005-05-27 19:02:39 +00:00
|
|
|
out[0]= cbd1->r;
|
|
|
|
out[1]= cbd1->g;
|
|
|
|
out[2]= cbd1->b;
|
|
|
|
out[3]= cbd1->a;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
2005-11-17 20:31:18 +00:00
|
|
|
CBData left, right;
|
|
|
|
|
2005-05-27 19:02:39 +00:00
|
|
|
/* we're looking for first pos > in */
|
|
|
|
for(a=0; a<coba->tot; a++, cbd1++) if(cbd1->pos > in) break;
|
|
|
|
|
2005-11-17 20:31:18 +00:00
|
|
|
if(a==coba->tot) {
|
|
|
|
cbd2= cbd1-1;
|
|
|
|
right= *cbd2;
|
|
|
|
right.pos= 1.0f;
|
|
|
|
cbd1= &right;
|
|
|
|
}
|
|
|
|
else if(a==0) {
|
|
|
|
left= *cbd1;
|
|
|
|
left.pos= 0.0f;
|
|
|
|
cbd2= &left;
|
|
|
|
}
|
|
|
|
else cbd2= cbd1-1;
|
2005-05-27 19:02:39 +00:00
|
|
|
|
2005-11-24 16:54:55 +00:00
|
|
|
if(in >= cbd1->pos && coba->ipotype<2) {
|
2005-05-27 19:02:39 +00:00
|
|
|
out[0]= cbd1->r;
|
|
|
|
out[1]= cbd1->g;
|
|
|
|
out[2]= cbd1->b;
|
|
|
|
out[3]= cbd1->a;
|
|
|
|
}
|
|
|
|
else {
|
2004-06-30 18:54:09 +00:00
|
|
|
|
2005-11-24 16:54:55 +00:00
|
|
|
if(cbd2->pos!=cbd1->pos)
|
|
|
|
fac= (in-cbd1->pos)/(cbd2->pos-cbd1->pos);
|
2011-04-02 07:04:34 +00:00
|
|
|
else {
|
|
|
|
/* was setting to 0.0 in 2.56 & previous, but this
|
|
|
|
* is incorrect for the last element, see [#26732] */
|
|
|
|
fac= (a != coba->tot) ? 0.0f : 1.0f;
|
|
|
|
}
|
2005-05-27 19:02:39 +00:00
|
|
|
|
2008-11-04 00:15:27 +00:00
|
|
|
if (coba->ipotype==4) {
|
|
|
|
/* constant */
|
2008-11-04 22:16:57 +00:00
|
|
|
out[0]= cbd2->r;
|
|
|
|
out[1]= cbd2->g;
|
|
|
|
out[2]= cbd2->b;
|
|
|
|
out[3]= cbd2->a;
|
2008-11-04 00:15:27 +00:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
2005-11-17 20:31:18 +00:00
|
|
|
if(coba->ipotype>=2) {
|
2005-05-27 19:02:39 +00:00
|
|
|
/* ipo from right to left: 3 2 1 0 */
|
|
|
|
|
|
|
|
if(a>=coba->tot-1) cbd0= cbd1;
|
|
|
|
else cbd0= cbd1+1;
|
|
|
|
if(a<2) cbd3= cbd2;
|
|
|
|
else cbd3= cbd2-1;
|
|
|
|
|
2005-11-21 15:21:55 +00:00
|
|
|
CLAMP(fac, 0.0f, 1.0f);
|
|
|
|
|
2005-11-17 20:31:18 +00:00
|
|
|
if(coba->ipotype==3)
|
2009-09-09 18:09:03 +00:00
|
|
|
key_curve_position_weights(fac, t, KEY_CARDINAL);
|
2005-11-17 20:31:18 +00:00
|
|
|
else
|
2009-09-09 18:09:03 +00:00
|
|
|
key_curve_position_weights(fac, t, KEY_BSPLINE);
|
2005-05-27 19:02:39 +00:00
|
|
|
|
|
|
|
out[0]= t[3]*cbd3->r +t[2]*cbd2->r +t[1]*cbd1->r +t[0]*cbd0->r;
|
|
|
|
out[1]= t[3]*cbd3->g +t[2]*cbd2->g +t[1]*cbd1->g +t[0]*cbd0->g;
|
|
|
|
out[2]= t[3]*cbd3->b +t[2]*cbd2->b +t[1]*cbd1->b +t[0]*cbd0->b;
|
|
|
|
out[3]= t[3]*cbd3->a +t[2]*cbd2->a +t[1]*cbd1->a +t[0]*cbd0->a;
|
2011-03-28 04:22:50 +00:00
|
|
|
CLAMP(out[0], 0.0f, 1.0f);
|
|
|
|
CLAMP(out[1], 0.0f, 1.0f);
|
|
|
|
CLAMP(out[2], 0.0f, 1.0f);
|
|
|
|
CLAMP(out[3], 0.0f, 1.0f);
|
2005-05-27 19:02:39 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
if(coba->ipotype==1) { /* EASE */
|
|
|
|
mfac= fac*fac;
|
|
|
|
fac= 3.0f*mfac-2.0f*mfac*fac;
|
|
|
|
}
|
|
|
|
mfac= 1.0f-fac;
|
|
|
|
|
|
|
|
out[0]= mfac*cbd1->r + fac*cbd2->r;
|
|
|
|
out[1]= mfac*cbd1->g + fac*cbd2->g;
|
|
|
|
out[2]= mfac*cbd1->b + fac*cbd2->b;
|
|
|
|
out[3]= mfac*cbd1->a + fac*cbd2->a;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1; /* OK */
|
|
|
|
}
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
void colorband_table_RGBA(ColorBand *coba, float **array, int *size)
|
|
|
|
{
|
|
|
|
int a;
|
|
|
|
|
|
|
|
*size = CM_TABLE+1;
|
|
|
|
*array = MEM_callocN(sizeof(float)*(*size)*4, "ColorBand");
|
|
|
|
|
|
|
|
for(a=0; a<*size; a++)
|
|
|
|
do_colorband(coba, (float)a/(float)CM_TABLE, &(*array)[a*4]);
|
|
|
|
}
|
|
|
|
|
2010-07-30 00:20:05 +00:00
|
|
|
int vergcband(const void *a1, const void *a2)
|
|
|
|
{
|
|
|
|
const CBData *x1=a1, *x2=a2;
|
|
|
|
|
|
|
|
if( x1->pos > x2->pos ) return 1;
|
|
|
|
else if( x1->pos < x2->pos) return -1;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
CBData *colorband_element_add(struct ColorBand *coba, float position)
|
|
|
|
{
|
|
|
|
int a;
|
|
|
|
|
|
|
|
if(coba->tot==MAXCOLORBAND) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
else if(coba->tot > 0) {
|
|
|
|
CBData *xnew;
|
|
|
|
float col[4];
|
|
|
|
|
|
|
|
do_colorband(coba, position, col);
|
|
|
|
|
|
|
|
xnew = &coba->data[coba->tot];
|
|
|
|
xnew->pos = position;
|
|
|
|
|
|
|
|
xnew->r = col[0];
|
|
|
|
xnew->g = col[1];
|
|
|
|
xnew->b = col[2];
|
|
|
|
xnew->a = col[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
coba->tot++;
|
|
|
|
coba->cur = coba->tot-1;
|
|
|
|
|
|
|
|
for(a = 0; a < coba->tot; a++)
|
|
|
|
coba->data[a].cur = a;
|
|
|
|
|
|
|
|
qsort(coba->data, coba->tot, sizeof(CBData), vergcband);
|
|
|
|
|
|
|
|
for(a = 0; a < coba->tot; a++) {
|
|
|
|
if(coba->data[a].cur == coba->cur) {
|
|
|
|
coba->cur = a;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return coba->data + coba->cur;
|
|
|
|
}
|
|
|
|
|
|
|
|
int colorband_element_remove(struct ColorBand *coba, int index)
|
|
|
|
{
|
|
|
|
int a;
|
|
|
|
|
|
|
|
if(coba->tot < 2)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
if(index < 0 || index >= coba->tot)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
for(a = index; a < coba->tot; a++) {
|
|
|
|
coba->data[a] = coba->data[a + 1];
|
|
|
|
}
|
|
|
|
if(coba->cur) coba->cur--;
|
|
|
|
coba->tot--;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* ******************* TEX ************************ */
|
|
|
|
|
|
|
|
void free_texture(Tex *tex)
|
|
|
|
{
|
|
|
|
free_plugin_tex(tex->plugin);
|
2011-03-03 18:53:07 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if(tex->coba) MEM_freeN(tex->coba);
|
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
|
|
|
if(tex->env) BKE_free_envmap(tex->env);
|
2011-05-01 05:51:21 +00:00
|
|
|
if(tex->pd) BKE_free_pointdensity(tex->pd);
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
if(tex->vd) BKE_free_voxeldata(tex->vd);
|
2010-02-17 10:21:07 +00:00
|
|
|
BKE_free_animdata((struct ID *)tex);
|
2011-03-03 18:53:07 +00:00
|
|
|
|
2007-09-02 17:25:03 +00:00
|
|
|
BKE_previewimg_free(&tex->preview);
|
2005-12-21 22:21:43 +00:00
|
|
|
BKE_icon_delete((struct ID*)tex);
|
|
|
|
tex->id.icon_id = 0;
|
2008-11-12 22:03:11 +00:00
|
|
|
|
|
|
|
if(tex->nodetree) {
|
|
|
|
ntreeFreeTree(tex->nodetree);
|
|
|
|
MEM_freeN(tex->nodetree);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
void default_tex(Tex *tex)
|
|
|
|
{
|
2004-04-03 13:59:27 +00:00
|
|
|
PluginTex *pit;
|
|
|
|
VarStruct *varstr;
|
|
|
|
int a;
|
2003-11-06 22:07:41 +00:00
|
|
|
|
2009-07-21 13:20:35 +00:00
|
|
|
tex->type= TEX_CLOUDS;
|
2002-10-12 11:37:38 +00:00
|
|
|
tex->stype= 0;
|
2004-04-28 18:08:34 +00:00
|
|
|
tex->flag= TEX_CHECKER_ODD;
|
2009-07-21 13:20:35 +00:00
|
|
|
tex->imaflag= TEX_INTERPOL|TEX_MIPMAP|TEX_USEALPHA;
|
2002-10-12 11:37:38 +00:00
|
|
|
tex->extend= TEX_REPEAT;
|
|
|
|
tex->cropxmin= tex->cropymin= 0.0;
|
|
|
|
tex->cropxmax= tex->cropymax= 1.0;
|
2009-07-22 17:20:04 +00:00
|
|
|
tex->texfilter = TXF_EWA;
|
2009-07-21 13:20:35 +00:00
|
|
|
tex->afmax = 8;
|
2002-10-12 11:37:38 +00:00
|
|
|
tex->xrepeat= tex->yrepeat= 1;
|
|
|
|
tex->fie_ima= 2;
|
|
|
|
tex->sfra= 1;
|
|
|
|
tex->frames= 0;
|
|
|
|
tex->offset= 0;
|
|
|
|
tex->noisesize= 0.25;
|
|
|
|
tex->noisedepth= 2;
|
|
|
|
tex->turbul= 5.0;
|
More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
|
|
|
tex->nabla= 0.025; // also in do_versions
|
2002-10-12 11:37:38 +00:00
|
|
|
tex->bright= 1.0;
|
2007-11-13 23:53:58 +00:00
|
|
|
tex->contrast= 1.0;
|
2010-07-05 10:18:59 +00:00
|
|
|
tex->saturation= 1.0;
|
2007-11-13 23:53:58 +00:00
|
|
|
tex->filtersize= 1.0;
|
2002-10-12 11:37:38 +00:00
|
|
|
tex->rfac= 1.0;
|
|
|
|
tex->gfac= 1.0;
|
|
|
|
tex->bfac= 1.0;
|
2004-04-03 13:59:27 +00:00
|
|
|
/* newnoise: init. */
|
|
|
|
tex->noisebasis = 0;
|
|
|
|
tex->noisebasis2 = 0;
|
|
|
|
/* musgrave */
|
|
|
|
tex->mg_H = 1.0;
|
|
|
|
tex->mg_lacunarity = 2.0;
|
|
|
|
tex->mg_octaves = 2.0;
|
|
|
|
tex->mg_offset = 1.0;
|
|
|
|
tex->mg_gain = 1.0;
|
|
|
|
tex->ns_outscale = 1.0;
|
|
|
|
/* distnoise */
|
|
|
|
tex->dist_amount = 1.0;
|
|
|
|
/* voronoi */
|
|
|
|
tex->vn_w1 = 1.0;
|
|
|
|
tex->vn_w2 = tex->vn_w3 = tex->vn_w4 = 0.0;
|
|
|
|
tex->vn_mexp = 2.5;
|
|
|
|
tex->vn_distm = 0;
|
|
|
|
tex->vn_coltype = 0;
|
|
|
|
|
|
|
|
if (tex->env) {
|
2010-03-11 07:43:49 +00:00
|
|
|
tex->env->stype=ENV_ANIM;
|
2004-04-03 13:59:27 +00:00
|
|
|
tex->env->clipsta=0.1;
|
|
|
|
tex->env->clipend=100;
|
2010-03-11 07:43:49 +00:00
|
|
|
tex->env->cuberes=600;
|
2004-04-03 13:59:27 +00:00
|
|
|
tex->env->depth=0;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
if (tex->pd) {
|
|
|
|
tex->pd->radius = 0.3f;
|
2008-10-01 03:35:53 +00:00
|
|
|
tex->pd->falloff_type = TEX_PD_FALLOFF_STD;
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
}
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
|
|
|
|
if (tex->vd) {
|
2009-08-13 05:21:25 +00:00
|
|
|
tex->vd->resol[0] = tex->vd->resol[1] = tex->vd->resol[2] = 0;
|
2009-08-16 06:10:31 +00:00
|
|
|
tex->vd->interp_type=TEX_VD_LINEAR;
|
|
|
|
tex->vd->file_format=TEX_VD_SMOKE;
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
}
|
2004-04-03 13:59:27 +00:00
|
|
|
pit = tex->plugin;
|
|
|
|
if (pit) {
|
2006-12-20 17:57:56 +00:00
|
|
|
varstr= pit->varstr;
|
|
|
|
if(varstr) {
|
|
|
|
for(a=0; a<pit->vars; a++, varstr++) {
|
|
|
|
pit->data[a] = varstr->def;
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
2006-12-20 17:57:56 +00:00
|
|
|
}
|
2004-04-03 13:59:27 +00:00
|
|
|
}
|
2006-12-20 17:57:56 +00:00
|
|
|
|
|
|
|
tex->iuser.fie_ima= 2;
|
|
|
|
tex->iuser.ok= 1;
|
|
|
|
tex->iuser.frames= 100;
|
2010-11-08 19:03:42 +00:00
|
|
|
tex->iuser.sfra= 1;
|
2007-09-02 17:25:03 +00:00
|
|
|
|
|
|
|
tex->preview = NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2010-06-22 09:13:30 +00:00
|
|
|
void tex_set_type(Tex *tex, int type)
|
|
|
|
{
|
|
|
|
switch(type) {
|
|
|
|
|
|
|
|
case TEX_VOXELDATA:
|
|
|
|
if (tex->vd == NULL)
|
|
|
|
tex->vd = BKE_add_voxeldata();
|
|
|
|
break;
|
|
|
|
case TEX_POINTDENSITY:
|
|
|
|
if (tex->pd == NULL)
|
|
|
|
tex->pd = BKE_add_pointdensity();
|
|
|
|
break;
|
|
|
|
case TEX_ENVMAP:
|
|
|
|
if (tex->env == NULL)
|
|
|
|
tex->env = BKE_add_envmap();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
tex->type = type;
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2009-11-29 19:16:52 +00:00
|
|
|
Tex *add_texture(const char *name)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2010-08-13 14:23:44 +00:00
|
|
|
Main *bmain= G.main;
|
2002-10-12 11:37:38 +00:00
|
|
|
Tex *tex;
|
|
|
|
|
2010-08-13 14:23:44 +00:00
|
|
|
tex= alloc_libblock(&bmain->tex, ID_TE, name);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
default_tex(tex);
|
|
|
|
|
|
|
|
return tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
void default_mtex(MTex *mtex)
|
|
|
|
{
|
|
|
|
mtex->texco= TEXCO_ORCO;
|
|
|
|
mtex->mapto= MAP_COL;
|
2011-02-13 10:52:18 +00:00
|
|
|
mtex->object= NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
mtex->projx= PROJ_X;
|
|
|
|
mtex->projy= PROJ_Y;
|
|
|
|
mtex->projz= PROJ_Z;
|
|
|
|
mtex->mapping= MTEX_FLAT;
|
|
|
|
mtex->ofs[0]= 0.0;
|
|
|
|
mtex->ofs[1]= 0.0;
|
|
|
|
mtex->ofs[2]= 0.0;
|
|
|
|
mtex->size[0]= 1.0;
|
|
|
|
mtex->size[1]= 1.0;
|
|
|
|
mtex->size[2]= 1.0;
|
2011-02-13 10:52:18 +00:00
|
|
|
mtex->tex= NULL;
|
2011-09-30 09:55:21 +00:00
|
|
|
|
|
|
|
/* MTEX_BUMP_FLIPPED is temporary before 2.61 release to prevent flipping normals
|
|
|
|
when creating file in 2.60, opening it in 2.59, saving and opening in 2.60 again */
|
|
|
|
mtex->texflag= MTEX_3TAP_BUMP | MTEX_BUMP_OBJECTSPACE | MTEX_BUMP_FLIPPED;
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
mtex->colormodel= 0;
|
|
|
|
mtex->r= 1.0;
|
|
|
|
mtex->g= 0.0;
|
|
|
|
mtex->b= 1.0;
|
|
|
|
mtex->k= 1.0;
|
|
|
|
mtex->def_var= 1.0;
|
|
|
|
mtex->blendtype= MTEX_BLEND;
|
|
|
|
mtex->colfac= 1.0;
|
2009-07-21 13:46:49 +00:00
|
|
|
mtex->norfac= 1.0;
|
2002-10-12 11:37:38 +00:00
|
|
|
mtex->varfac= 1.0;
|
2004-01-18 17:17:44 +00:00
|
|
|
mtex->dispfac=0.2;
|
2009-10-01 17:15:23 +00:00
|
|
|
mtex->colspecfac= 1.0f;
|
|
|
|
mtex->mirrfac= 1.0f;
|
|
|
|
mtex->alphafac= 1.0f;
|
|
|
|
mtex->difffac= 1.0f;
|
|
|
|
mtex->specfac= 1.0f;
|
|
|
|
mtex->emitfac= 1.0f;
|
|
|
|
mtex->hardfac= 1.0f;
|
|
|
|
mtex->raymirrfac= 1.0f;
|
|
|
|
mtex->translfac= 1.0f;
|
|
|
|
mtex->ambfac= 1.0f;
|
|
|
|
mtex->colemitfac= 1.0f;
|
|
|
|
mtex->colreflfac= 1.0f;
|
|
|
|
mtex->coltransfac= 1.0f;
|
|
|
|
mtex->densfac= 1.0f;
|
|
|
|
mtex->scatterfac= 1.0f;
|
|
|
|
mtex->reflfac= 1.0f;
|
|
|
|
mtex->shadowfac= 1.0f;
|
|
|
|
mtex->zenupfac= 1.0f;
|
|
|
|
mtex->zendownfac= 1.0f;
|
|
|
|
mtex->blendfac= 1.0f;
|
|
|
|
mtex->timefac= 1.0f;
|
|
|
|
mtex->lengthfac= 1.0f;
|
|
|
|
mtex->clumpfac= 1.0f;
|
|
|
|
mtex->kinkfac= 1.0f;
|
|
|
|
mtex->roughfac= 1.0f;
|
|
|
|
mtex->padensfac= 1.0f;
|
|
|
|
mtex->lifefac= 1.0f;
|
|
|
|
mtex->sizefac= 1.0f;
|
|
|
|
mtex->ivelfac= 1.0f;
|
2011-02-12 14:38:34 +00:00
|
|
|
mtex->dampfac= 1.0f;
|
|
|
|
mtex->gravityfac= 1.0f;
|
|
|
|
mtex->fieldfac= 1.0f;
|
2007-11-28 22:21:12 +00:00
|
|
|
mtex->normapspace= MTEX_NSPACE_TANGENT;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2011-02-13 10:52:18 +00:00
|
|
|
MTex *add_mtex(void)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
MTex *mtex;
|
|
|
|
|
|
|
|
mtex= MEM_callocN(sizeof(MTex), "add_mtex");
|
|
|
|
|
|
|
|
default_mtex(mtex);
|
|
|
|
|
|
|
|
return mtex;
|
|
|
|
}
|
|
|
|
|
2010-09-03 14:53:54 +00:00
|
|
|
/* slot -1 for first free ID */
|
|
|
|
MTex *add_mtex_id(ID *id, int slot)
|
|
|
|
{
|
|
|
|
MTex **mtex_ar;
|
|
|
|
short act;
|
|
|
|
|
|
|
|
give_active_mtex(id, &mtex_ar, &act);
|
|
|
|
|
|
|
|
if(mtex_ar==NULL) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(slot==-1) {
|
|
|
|
/* find first free */
|
|
|
|
int i;
|
|
|
|
for (i= 0; i < MAX_MTEX; i++) {
|
|
|
|
if (!mtex_ar[i]) {
|
|
|
|
slot= i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(slot == -1) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* make sure slot is valid */
|
|
|
|
if(slot < 0 || slot >= MAX_MTEX) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mtex_ar[slot]) {
|
|
|
|
id_us_min((ID *)mtex_ar[slot]->tex);
|
|
|
|
MEM_freeN(mtex_ar[slot]);
|
|
|
|
mtex_ar[slot]= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
mtex_ar[slot]= add_mtex();
|
|
|
|
|
|
|
|
return mtex_ar[slot];
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
Tex *copy_texture(Tex *tex)
|
|
|
|
{
|
|
|
|
Tex *texn;
|
|
|
|
|
2011-11-07 04:36:37 +00:00
|
|
|
texn= copy_libblock(&tex->id);
|
2002-10-12 11:37:38 +00:00
|
|
|
if(texn->type==TEX_IMAGE) id_us_plus((ID *)texn->ima);
|
2011-02-13 10:52:18 +00:00
|
|
|
else texn->ima= NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(texn->plugin) {
|
|
|
|
texn->plugin= MEM_dupallocN(texn->plugin);
|
|
|
|
open_plugin_tex(texn->plugin);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(texn->coba) texn->coba= MEM_dupallocN(texn->coba);
|
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
|
|
|
if(texn->env) texn->env= BKE_copy_envmap(texn->env);
|
2011-05-01 05:51:21 +00:00
|
|
|
if(texn->pd) texn->pd= BKE_copy_pointdensity(texn->pd);
|
2010-04-14 07:47:04 +00:00
|
|
|
if(texn->vd) texn->vd= MEM_dupallocN(texn->vd);
|
2007-09-02 17:25:03 +00:00
|
|
|
if(tex->preview) texn->preview = BKE_previewimg_copy(tex->preview);
|
|
|
|
|
2008-11-12 22:03:11 +00:00
|
|
|
if(tex->nodetree) {
|
2011-09-05 21:01:50 +00:00
|
|
|
if (tex->nodetree->execdata) {
|
2011-09-06 16:32:51 +00:00
|
|
|
ntreeTexEndExecTree(tex->nodetree->execdata, 1);
|
2011-09-05 21:01:50 +00:00
|
|
|
}
|
2011-03-03 18:53:07 +00:00
|
|
|
texn->nodetree= ntreeCopyTree(tex->nodetree);
|
2008-11-12 22:03:11 +00:00
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
return texn;
|
|
|
|
}
|
|
|
|
|
2011-03-03 18:53:07 +00:00
|
|
|
/* texture copy without adding to main dbase */
|
|
|
|
Tex *localize_texture(Tex *tex)
|
|
|
|
{
|
|
|
|
Tex *texn;
|
|
|
|
|
2011-11-07 04:36:37 +00:00
|
|
|
texn= copy_libblock(&tex->id);
|
2011-03-03 18:53:07 +00:00
|
|
|
BLI_remlink(&G.main->tex, texn);
|
|
|
|
|
|
|
|
/* image texture: free_texture also doesn't decrease */
|
|
|
|
|
|
|
|
if(texn->plugin) {
|
|
|
|
texn->plugin= MEM_dupallocN(texn->plugin);
|
|
|
|
open_plugin_tex(texn->plugin);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(texn->coba) texn->coba= MEM_dupallocN(texn->coba);
|
2011-03-21 17:10:55 +00:00
|
|
|
if(texn->env) {
|
|
|
|
texn->env= BKE_copy_envmap(texn->env);
|
2011-03-21 22:10:24 +00:00
|
|
|
id_us_min(&texn->env->ima->id);
|
2011-03-21 17:10:55 +00:00
|
|
|
}
|
2011-05-01 05:51:21 +00:00
|
|
|
if(texn->pd) texn->pd= BKE_copy_pointdensity(texn->pd);
|
2011-03-16 14:21:35 +00:00
|
|
|
if(texn->vd) {
|
|
|
|
texn->vd= MEM_dupallocN(texn->vd);
|
|
|
|
if(texn->vd->dataset)
|
|
|
|
texn->vd->dataset= MEM_dupallocN(texn->vd->dataset);
|
|
|
|
}
|
2011-03-03 18:53:07 +00:00
|
|
|
|
|
|
|
texn->preview = NULL;
|
|
|
|
|
|
|
|
if(tex->nodetree) {
|
|
|
|
texn->nodetree= ntreeLocalize(tex->nodetree);
|
|
|
|
}
|
|
|
|
|
|
|
|
return texn;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2011-10-26 21:22:35 +00:00
|
|
|
static void extern_local_texture(Tex *tex)
|
|
|
|
{
|
2011-10-23 17:52:20 +00:00
|
|
|
id_lib_extern((ID *)tex->ima);
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
void make_local_texture(Tex *tex)
|
|
|
|
{
|
2010-08-13 14:23:44 +00:00
|
|
|
Main *bmain= G.main;
|
2002-10-12 11:37:38 +00:00
|
|
|
Material *ma;
|
|
|
|
World *wrld;
|
|
|
|
Lamp *la;
|
2006-07-31 15:53:03 +00:00
|
|
|
Brush *br;
|
2011-02-13 12:35:26 +00:00
|
|
|
ParticleSettings *pa;
|
2011-10-27 05:34:39 +00:00
|
|
|
int a, is_local= FALSE, is_lib= FALSE;
|
2003-04-26 13:07:59 +00:00
|
|
|
|
|
|
|
/* - only lib users: do nothing
|
2010-03-22 09:30:00 +00:00
|
|
|
* - only local users: set flag
|
|
|
|
* - mixed: make copy
|
|
|
|
*/
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-02-13 10:52:18 +00:00
|
|
|
if(tex->id.lib==NULL) return;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(tex->id.us==1) {
|
2011-10-27 05:34:39 +00:00
|
|
|
id_clear_lib_data(bmain, &tex->id);
|
2011-10-23 17:52:20 +00:00
|
|
|
extern_local_texture(tex);
|
2002-10-12 11:37:38 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2010-08-13 14:23:44 +00:00
|
|
|
ma= bmain->mat.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(ma) {
|
2004-12-04 21:49:02 +00:00
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
2002-10-12 11:37:38 +00:00
|
|
|
if(ma->mtex[a] && ma->mtex[a]->tex==tex) {
|
2011-10-27 05:34:39 +00:00
|
|
|
if(ma->id.lib) is_lib= TRUE;
|
|
|
|
else is_local= TRUE;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
ma= ma->id.next;
|
|
|
|
}
|
2010-08-13 14:23:44 +00:00
|
|
|
la= bmain->lamp.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(la) {
|
2004-12-04 21:49:02 +00:00
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
2002-10-12 11:37:38 +00:00
|
|
|
if(la->mtex[a] && la->mtex[a]->tex==tex) {
|
2011-10-27 05:34:39 +00:00
|
|
|
if(la->id.lib) is_lib= TRUE;
|
|
|
|
else is_local= TRUE;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
la= la->id.next;
|
|
|
|
}
|
2010-08-13 14:23:44 +00:00
|
|
|
wrld= bmain->world.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(wrld) {
|
2004-12-04 21:49:02 +00:00
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
2002-10-12 11:37:38 +00:00
|
|
|
if(wrld->mtex[a] && wrld->mtex[a]->tex==tex) {
|
2011-10-27 05:34:39 +00:00
|
|
|
if(wrld->id.lib) is_lib= TRUE;
|
|
|
|
else is_local= TRUE;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
wrld= wrld->id.next;
|
|
|
|
}
|
2010-08-13 14:23:44 +00:00
|
|
|
br= bmain->brush.first;
|
2006-07-31 15:53:03 +00:00
|
|
|
while(br) {
|
2010-01-03 08:37:18 +00:00
|
|
|
if(br->mtex.tex==tex) {
|
2011-10-27 05:34:39 +00:00
|
|
|
if(br->id.lib) is_lib= TRUE;
|
|
|
|
else is_local= TRUE;
|
2006-07-31 15:53:03 +00:00
|
|
|
}
|
|
|
|
br= br->id.next;
|
|
|
|
}
|
2011-02-13 12:35:26 +00:00
|
|
|
pa= bmain->particle.first;
|
|
|
|
while(pa) {
|
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
|
|
|
if(pa->mtex[a] && pa->mtex[a]->tex==tex) {
|
2011-10-27 05:34:39 +00:00
|
|
|
if(pa->id.lib) is_lib= TRUE;
|
|
|
|
else is_local= TRUE;
|
2011-02-13 12:35:26 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
pa= pa->id.next;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-10-27 05:34:39 +00:00
|
|
|
if(is_local && is_lib == FALSE) {
|
|
|
|
id_clear_lib_data(bmain, &tex->id);
|
2011-10-23 17:52:20 +00:00
|
|
|
extern_local_texture(tex);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2011-10-27 05:34:39 +00:00
|
|
|
else if(is_local && is_lib) {
|
|
|
|
Tex *texn= copy_texture(tex);
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
texn->id.us= 0;
|
2011-10-27 05:34:39 +00:00
|
|
|
|
|
|
|
/* Remap paths of new ID using old library as base. */
|
2011-11-01 06:26:55 +00:00
|
|
|
BKE_id_lib_local_paths(bmain, &texn->id);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2010-08-13 14:23:44 +00:00
|
|
|
ma= bmain->mat.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(ma) {
|
2004-12-04 21:49:02 +00:00
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
2002-10-12 11:37:38 +00:00
|
|
|
if(ma->mtex[a] && ma->mtex[a]->tex==tex) {
|
2011-02-13 10:52:18 +00:00
|
|
|
if(ma->id.lib==NULL) {
|
2002-10-12 11:37:38 +00:00
|
|
|
ma->mtex[a]->tex= texn;
|
|
|
|
texn->id.us++;
|
|
|
|
tex->id.us--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ma= ma->id.next;
|
|
|
|
}
|
2010-08-13 14:23:44 +00:00
|
|
|
la= bmain->lamp.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(la) {
|
2004-12-04 21:49:02 +00:00
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
2002-10-12 11:37:38 +00:00
|
|
|
if(la->mtex[a] && la->mtex[a]->tex==tex) {
|
2011-02-13 10:52:18 +00:00
|
|
|
if(la->id.lib==NULL) {
|
2002-10-12 11:37:38 +00:00
|
|
|
la->mtex[a]->tex= texn;
|
|
|
|
texn->id.us++;
|
|
|
|
tex->id.us--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
la= la->id.next;
|
|
|
|
}
|
2010-08-13 14:23:44 +00:00
|
|
|
wrld= bmain->world.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(wrld) {
|
2004-12-04 21:49:02 +00:00
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
2002-10-12 11:37:38 +00:00
|
|
|
if(wrld->mtex[a] && wrld->mtex[a]->tex==tex) {
|
2011-02-13 10:52:18 +00:00
|
|
|
if(wrld->id.lib==NULL) {
|
2002-10-12 11:37:38 +00:00
|
|
|
wrld->mtex[a]->tex= texn;
|
|
|
|
texn->id.us++;
|
|
|
|
tex->id.us--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
wrld= wrld->id.next;
|
|
|
|
}
|
2010-08-13 14:23:44 +00:00
|
|
|
br= bmain->brush.first;
|
2006-07-31 15:53:03 +00:00
|
|
|
while(br) {
|
2010-01-03 08:37:18 +00:00
|
|
|
if(br->mtex.tex==tex) {
|
2011-02-13 10:52:18 +00:00
|
|
|
if(br->id.lib==NULL) {
|
2010-01-03 08:37:18 +00:00
|
|
|
br->mtex.tex= texn;
|
|
|
|
texn->id.us++;
|
|
|
|
tex->id.us--;
|
2006-07-31 15:53:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
br= br->id.next;
|
|
|
|
}
|
2011-02-13 12:35:26 +00:00
|
|
|
pa= bmain->particle.first;
|
|
|
|
while(pa) {
|
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
|
|
|
if(pa->mtex[a] && pa->mtex[a]->tex==tex) {
|
|
|
|
if(pa->id.lib==NULL) {
|
|
|
|
pa->mtex[a]->tex= texn;
|
|
|
|
texn->id.us++;
|
|
|
|
tex->id.us--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pa= pa->id.next;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
void autotexname(Tex *tex)
|
|
|
|
{
|
2010-08-13 14:23:44 +00:00
|
|
|
Main *bmain= G.main;
|
2009-08-26 00:38:43 +00:00
|
|
|
char texstr[20][15]= {"None" , "Clouds" , "Wood", "Marble", "Magic" , "Blend",
|
2009-01-05 17:20:40 +00:00
|
|
|
"Stucci", "Noise" , "Image", "Plugin", "EnvMap" , "Musgrave",
|
2009-08-13 05:21:25 +00:00
|
|
|
"Voronoi", "DistNoise", "Point Density", "Voxel Data", "", "", "", ""};
|
2002-10-12 11:37:38 +00:00
|
|
|
Image *ima;
|
|
|
|
char di[FILE_MAXDIR], fi[FILE_MAXFILE];
|
|
|
|
|
|
|
|
if(tex) {
|
2008-11-12 22:03:11 +00:00
|
|
|
if(tex->use_nodes) {
|
2010-08-13 14:23:44 +00:00
|
|
|
new_id(&bmain->tex, (ID *)tex, "Noddy");
|
2008-11-12 22:03:11 +00:00
|
|
|
}
|
|
|
|
else
|
2002-10-12 11:37:38 +00:00
|
|
|
if(tex->type==TEX_IMAGE) {
|
|
|
|
ima= tex->ima;
|
|
|
|
if(ima) {
|
2011-10-19 23:10:54 +00:00
|
|
|
BLI_strncpy(di, ima->name, sizeof(di));
|
2002-10-12 11:37:38 +00:00
|
|
|
BLI_splitdirstring(di, fi);
|
|
|
|
strcpy(di, "I.");
|
|
|
|
strcat(di, fi);
|
2010-08-13 14:23:44 +00:00
|
|
|
new_id(&bmain->tex, (ID *)tex, di);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2010-08-13 14:23:44 +00:00
|
|
|
else new_id(&bmain->tex, (ID *)tex, texstr[tex->type]);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2010-08-13 14:23:44 +00:00
|
|
|
else if(tex->type==TEX_PLUGIN && tex->plugin) new_id(&bmain->tex, (ID *)tex, tex->plugin->pname);
|
|
|
|
else new_id(&bmain->tex, (ID *)tex, texstr[tex->type]);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2009-10-09 09:50:49 +00:00
|
|
|
Tex *give_current_object_texture(Object *ob)
|
2004-07-26 21:44:55 +00:00
|
|
|
{
|
2011-08-15 13:17:39 +00:00
|
|
|
Material *ma, *node_ma;
|
2009-10-09 09:50:49 +00:00
|
|
|
Tex *tex= NULL;
|
2004-07-26 21:44:55 +00:00
|
|
|
|
2011-02-13 10:52:18 +00:00
|
|
|
if(ob==NULL) return NULL;
|
|
|
|
if(ob->totcol==0 && !(ob->type==OB_LAMP)) return NULL;
|
2004-07-26 21:44:55 +00:00
|
|
|
|
|
|
|
if(ob->type==OB_LAMP) {
|
2009-10-09 09:50:49 +00:00
|
|
|
tex= give_current_lamp_texture(ob->data);
|
2004-07-26 21:44:55 +00:00
|
|
|
} else {
|
2009-10-09 09:50:49 +00:00
|
|
|
ma= give_current_material(ob, ob->actcol);
|
2011-08-15 13:17:39 +00:00
|
|
|
|
|
|
|
if((node_ma=give_node_material(ma)))
|
|
|
|
ma= node_ma;
|
|
|
|
|
2009-10-09 09:50:49 +00:00
|
|
|
tex= give_current_material_texture(ma);
|
|
|
|
}
|
|
|
|
|
|
|
|
return tex;
|
|
|
|
}
|
2008-03-14 18:08:27 +00:00
|
|
|
|
2009-10-09 09:50:49 +00:00
|
|
|
Tex *give_current_lamp_texture(Lamp *la)
|
|
|
|
{
|
|
|
|
MTex *mtex= NULL;
|
|
|
|
Tex *tex= NULL;
|
2008-03-14 18:08:27 +00:00
|
|
|
|
2009-10-09 09:50:49 +00:00
|
|
|
if(la) {
|
|
|
|
mtex= la->mtex[(int)(la->texact)];
|
|
|
|
if(mtex) tex= mtex->tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
return tex;
|
|
|
|
}
|
|
|
|
|
2009-10-12 13:12:45 +00:00
|
|
|
void set_current_lamp_texture(Lamp *la, Tex *newtex)
|
|
|
|
{
|
|
|
|
int act= la->texact;
|
|
|
|
|
|
|
|
if(la->mtex[act] && la->mtex[act]->tex)
|
|
|
|
id_us_min(&la->mtex[act]->tex->id);
|
|
|
|
|
|
|
|
if(newtex) {
|
|
|
|
if(!la->mtex[act]) {
|
|
|
|
la->mtex[act]= add_mtex();
|
|
|
|
la->mtex[act]->texco= TEXCO_GLOB;
|
|
|
|
}
|
|
|
|
|
|
|
|
la->mtex[act]->tex= newtex;
|
|
|
|
id_us_plus(&newtex->id);
|
|
|
|
}
|
|
|
|
else if(la->mtex[act]) {
|
|
|
|
MEM_freeN(la->mtex[act]);
|
|
|
|
la->mtex[act]= NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-01-29 16:32:06 +00:00
|
|
|
bNode *give_current_material_texture_node(Material *ma)
|
|
|
|
{
|
|
|
|
if(ma && ma->use_nodes && ma->nodetree)
|
|
|
|
return nodeGetActiveID(ma->nodetree, ID_TE);
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2009-10-09 09:50:49 +00:00
|
|
|
Tex *give_current_material_texture(Material *ma)
|
|
|
|
{
|
|
|
|
MTex *mtex= NULL;
|
|
|
|
Tex *tex= NULL;
|
|
|
|
bNode *node;
|
|
|
|
|
|
|
|
if(ma && ma->use_nodes && ma->nodetree) {
|
2010-01-29 16:32:06 +00:00
|
|
|
/* first check texture, then material, this works together
|
|
|
|
with a hack that clears the active ID flag for textures on
|
|
|
|
making a material node active */
|
2009-10-09 09:50:49 +00:00
|
|
|
node= nodeGetActiveID(ma->nodetree, ID_TE);
|
|
|
|
|
|
|
|
if(node) {
|
|
|
|
tex= (Tex *)node->id;
|
|
|
|
ma= NULL;
|
2004-07-26 21:44:55 +00:00
|
|
|
}
|
|
|
|
}
|
2010-01-29 16:32:06 +00:00
|
|
|
|
2009-10-09 09:50:49 +00:00
|
|
|
if(ma) {
|
|
|
|
mtex= ma->mtex[(int)(ma->texact)];
|
|
|
|
if(mtex) tex= mtex->tex;
|
|
|
|
}
|
2004-07-26 21:44:55 +00:00
|
|
|
|
|
|
|
return tex;
|
|
|
|
}
|
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
|
|
|
|
2009-10-12 16:00:39 +00:00
|
|
|
int give_active_mtex(ID *id, MTex ***mtex_ar, short *act)
|
|
|
|
{
|
|
|
|
switch(GS(id->name)) {
|
|
|
|
case ID_MA:
|
|
|
|
*mtex_ar= ((Material *)id)->mtex;
|
|
|
|
if(act) *act= (((Material *)id)->texact);
|
|
|
|
break;
|
|
|
|
case ID_WO:
|
|
|
|
*mtex_ar= ((World *)id)->mtex;
|
|
|
|
if(act) *act= (((World *)id)->texact);
|
|
|
|
break;
|
|
|
|
case ID_LA:
|
|
|
|
*mtex_ar= ((Lamp *)id)->mtex;
|
|
|
|
if(act) *act= (((Lamp *)id)->texact);
|
|
|
|
break;
|
2011-02-13 11:45:04 +00:00
|
|
|
case ID_PA:
|
|
|
|
*mtex_ar= ((ParticleSettings *)id)->mtex;
|
|
|
|
if(act) *act= (((ParticleSettings *)id)->texact);
|
|
|
|
break;
|
2009-10-12 16:00:39 +00:00
|
|
|
default:
|
|
|
|
*mtex_ar = NULL;
|
|
|
|
if(act) *act= 0;
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void set_active_mtex(ID *id, short act)
|
|
|
|
{
|
|
|
|
if(act<0) act= 0;
|
|
|
|
else if(act>=MAX_MTEX) act= MAX_MTEX-1;
|
|
|
|
|
|
|
|
switch(GS(id->name)) {
|
|
|
|
case ID_MA:
|
|
|
|
((Material *)id)->texact= act;
|
|
|
|
break;
|
|
|
|
case ID_WO:
|
|
|
|
((World *)id)->texact= act;
|
|
|
|
break;
|
|
|
|
case ID_LA:
|
|
|
|
((Lamp *)id)->texact= act;
|
|
|
|
break;
|
2011-02-13 12:35:26 +00:00
|
|
|
case ID_PA:
|
|
|
|
((ParticleSettings *)id)->texact= act;
|
|
|
|
break;
|
2009-10-12 16:00:39 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-10-12 13:12:45 +00:00
|
|
|
void set_current_material_texture(Material *ma, Tex *newtex)
|
|
|
|
{
|
|
|
|
Tex *tex= NULL;
|
|
|
|
bNode *node;
|
|
|
|
|
|
|
|
if(ma && ma->use_nodes && ma->nodetree) {
|
|
|
|
node= nodeGetActiveID(ma->nodetree, ID_TE);
|
|
|
|
|
|
|
|
if(node) {
|
|
|
|
tex= (Tex *)node->id;
|
|
|
|
id_us_min(&tex->id);
|
|
|
|
node->id= &newtex->id;
|
|
|
|
id_us_plus(&newtex->id);
|
|
|
|
ma= NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(ma) {
|
|
|
|
int act= (int)ma->texact;
|
|
|
|
|
|
|
|
tex= (ma->mtex[act])? ma->mtex[act]->tex: NULL;
|
|
|
|
id_us_min(&tex->id);
|
|
|
|
|
|
|
|
if(newtex) {
|
|
|
|
if(!ma->mtex[act])
|
|
|
|
ma->mtex[act]= add_mtex();
|
|
|
|
|
|
|
|
ma->mtex[act]->tex= newtex;
|
|
|
|
id_us_plus(&newtex->id);
|
|
|
|
}
|
|
|
|
else if(ma->mtex[act]) {
|
|
|
|
MEM_freeN(ma->mtex[act]);
|
|
|
|
ma->mtex[act]= NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-06-01 16:17:38 +00:00
|
|
|
int has_current_material_texture(Material *ma)
|
|
|
|
{
|
|
|
|
bNode *node;
|
|
|
|
|
|
|
|
if(ma && ma->use_nodes && ma->nodetree) {
|
|
|
|
node= nodeGetActiveID(ma->nodetree, ID_TE);
|
|
|
|
|
2011-08-15 13:17:39 +00:00
|
|
|
if(node)
|
2011-06-01 16:17:38 +00:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return (ma != NULL);
|
|
|
|
}
|
|
|
|
|
2009-10-09 09:50:49 +00:00
|
|
|
Tex *give_current_world_texture(World *world)
|
2008-08-01 12:56:29 +00:00
|
|
|
{
|
2009-10-09 09:50:49 +00:00
|
|
|
MTex *mtex= NULL;
|
|
|
|
Tex *tex= NULL;
|
2008-08-01 12:56:29 +00:00
|
|
|
|
2011-02-13 10:52:18 +00:00
|
|
|
if(!world) return NULL;
|
2008-08-01 12:56:29 +00:00
|
|
|
|
2009-10-09 09:50:49 +00:00
|
|
|
mtex= world->mtex[(int)(world->texact)];
|
2008-08-01 12:56:29 +00:00
|
|
|
if(mtex) tex= mtex->tex;
|
|
|
|
|
|
|
|
return tex;
|
|
|
|
}
|
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
|
|
|
|
2009-10-12 13:12:45 +00:00
|
|
|
void set_current_world_texture(World *wo, Tex *newtex)
|
|
|
|
{
|
|
|
|
int act= wo->texact;
|
|
|
|
|
|
|
|
if(wo->mtex[act] && wo->mtex[act]->tex)
|
|
|
|
id_us_min(&wo->mtex[act]->tex->id);
|
|
|
|
|
|
|
|
if(newtex) {
|
|
|
|
if(!wo->mtex[act]) {
|
|
|
|
wo->mtex[act]= add_mtex();
|
|
|
|
wo->mtex[act]->texco= TEXCO_VIEW;
|
|
|
|
}
|
|
|
|
|
|
|
|
wo->mtex[act]->tex= newtex;
|
|
|
|
id_us_plus(&newtex->id);
|
|
|
|
}
|
|
|
|
else if(wo->mtex[act]) {
|
|
|
|
MEM_freeN(wo->mtex[act]);
|
|
|
|
wo->mtex[act]= NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-10-09 09:50:49 +00:00
|
|
|
Tex *give_current_brush_texture(Brush *br)
|
|
|
|
{
|
2010-01-03 08:37:18 +00:00
|
|
|
return br->mtex.tex;
|
2009-10-09 09:50:49 +00:00
|
|
|
}
|
|
|
|
|
2009-10-12 13:12:45 +00:00
|
|
|
void set_current_brush_texture(Brush *br, Tex *newtex)
|
|
|
|
{
|
2010-01-03 08:37:18 +00:00
|
|
|
if(br->mtex.tex)
|
|
|
|
id_us_min(&br->mtex.tex->id);
|
2009-10-12 13:12:45 +00:00
|
|
|
|
|
|
|
if(newtex) {
|
2010-01-03 08:37:18 +00:00
|
|
|
br->mtex.tex= newtex;
|
2009-10-12 13:12:45 +00:00
|
|
|
id_us_plus(&newtex->id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-02-12 14:38:34 +00:00
|
|
|
Tex *give_current_particle_texture(ParticleSettings *part)
|
|
|
|
{
|
|
|
|
MTex *mtex= NULL;
|
|
|
|
Tex *tex= NULL;
|
|
|
|
|
2011-02-13 10:52:18 +00:00
|
|
|
if(!part) return NULL;
|
2011-02-12 14:38:34 +00:00
|
|
|
|
|
|
|
mtex= part->mtex[(int)(part->texact)];
|
|
|
|
if(mtex) tex= mtex->tex;
|
|
|
|
|
|
|
|
return tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
void set_current_particle_texture(ParticleSettings *part, Tex *newtex)
|
|
|
|
{
|
|
|
|
int act= part->texact;
|
|
|
|
|
|
|
|
if(part->mtex[act] && part->mtex[act]->tex)
|
|
|
|
id_us_min(&part->mtex[act]->tex->id);
|
|
|
|
|
|
|
|
if(newtex) {
|
|
|
|
if(!part->mtex[act]) {
|
|
|
|
part->mtex[act]= add_mtex();
|
|
|
|
part->mtex[act]->texco= TEXCO_ORCO;
|
|
|
|
part->mtex[act]->blendtype= MTEX_MUL;
|
|
|
|
}
|
|
|
|
|
|
|
|
part->mtex[act]->tex= newtex;
|
|
|
|
id_us_plus(&newtex->id);
|
|
|
|
}
|
|
|
|
else if(part->mtex[act]) {
|
|
|
|
MEM_freeN(part->mtex[act]);
|
|
|
|
part->mtex[act]= NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
EnvMap *BKE_add_envmap(void)
|
|
|
|
{
|
|
|
|
EnvMap *env;
|
|
|
|
|
|
|
|
env= MEM_callocN(sizeof(EnvMap), "envmap");
|
|
|
|
env->type= ENV_CUBE;
|
2010-03-11 07:43:49 +00:00
|
|
|
env->stype= ENV_ANIM;
|
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
|
|
|
env->clipsta= 0.1;
|
|
|
|
env->clipend= 100.0;
|
2010-03-11 07:43:49 +00:00
|
|
|
env->cuberes= 600;
|
|
|
|
env->viewscale = 0.5;
|
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
|
|
|
|
|
|
|
return env;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
EnvMap *BKE_copy_envmap(EnvMap *env)
|
|
|
|
{
|
|
|
|
EnvMap *envn;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
envn= MEM_dupallocN(env);
|
|
|
|
envn->ok= 0;
|
2006-12-20 17:57:56 +00:00
|
|
|
for(a=0; a<6; a++) envn->cube[a]= NULL;
|
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
|
|
|
if(envn->ima) id_us_plus((ID *)envn->ima);
|
|
|
|
|
|
|
|
return envn;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
void BKE_free_envmapdata(EnvMap *env)
|
|
|
|
{
|
2006-12-20 17:57:56 +00:00
|
|
|
unsigned int part;
|
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
|
|
|
|
|
|
|
for(part=0; part<6; part++) {
|
2006-12-20 17:57:56 +00:00
|
|
|
if(env->cube[part])
|
|
|
|
IMB_freeImBuf(env->cube[part]);
|
|
|
|
env->cube[part]= NULL;
|
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
|
|
|
}
|
|
|
|
env->ok= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
void BKE_free_envmap(EnvMap *env)
|
|
|
|
{
|
|
|
|
|
|
|
|
BKE_free_envmapdata(env);
|
|
|
|
MEM_freeN(env);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
PointDensity *BKE_add_pointdensity(void)
|
|
|
|
{
|
|
|
|
PointDensity *pd;
|
|
|
|
|
|
|
|
pd= MEM_callocN(sizeof(PointDensity), "pointdensity");
|
2008-11-10 00:14:35 +00:00
|
|
|
pd->flag = 0;
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
pd->radius = 0.3f;
|
2008-10-01 03:35:53 +00:00
|
|
|
pd->falloff_type = TEX_PD_FALLOFF_STD;
|
2008-10-22 01:31:46 +00:00
|
|
|
pd->falloff_softness = 2.0;
|
Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
|
|
|
pd->source = TEX_PD_PSYS;
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
pd->point_tree = NULL;
|
2008-10-02 01:38:12 +00:00
|
|
|
pd->point_data = NULL;
|
* New point density update: Turbulence
This addition allows you to perturb the point density with noise, to give
the impression of more resolution. It's a quick way to add detail, without
having to use large, complex, and slower to render particle systems.
Rather than just overlaying noise, like you might do by adding a secondary
clouds texture, it uses noise to perturb the actual coordinate looked up
in the density evaluation. This gives a much better looking result, as it
actually alters the original density.
Comparison of the particle cloud render without, and with added turbulence
(the render with turbulence only renders slightly more slowly):
http://mke3.net/blender/devel/rendering/volumetrics/pd_turbulence.jpg
Using the same constant noise function/spatial coordinates will give a
static appearance. This is fine (and quicker) if the particles aren't
moving, but on animated particle systems, it looks bad, as if the
particles are moving through a static noise field. To overcome this, there
are additional options for particle systems, to influence the turbulence
with the particles' average velocity, or average angular velocity. This
information is only available for particle systems at the present.
Here you can see the (dramatic) difference between no turbulence, static
turbulence, and turbulence influenced by particle velocity:
http://mke3.net/blender/devel/rendering/volumetrics/turbu_compare.mov
2008-10-06 12:25:22 +00:00
|
|
|
pd->noise_size = 0.5f;
|
|
|
|
pd->noise_depth = 1;
|
|
|
|
pd->noise_fac = 1.0f;
|
|
|
|
pd->noise_influence = TEX_PD_NOISE_STATIC;
|
2008-11-09 01:16:12 +00:00
|
|
|
pd->coba = add_colorband(1);
|
|
|
|
pd->speed_scale = 1.0f;
|
|
|
|
pd->totpoints = 0;
|
2009-08-17 22:09:36 +00:00
|
|
|
pd->object = NULL;
|
2009-11-04 08:44:42 +00:00
|
|
|
pd->psys = 0;
|
2010-06-28 16:37:50 +00:00
|
|
|
pd->psys_cache_space= TEX_PD_WORLDSPACE;
|
2011-05-01 03:57:53 +00:00
|
|
|
pd->falloff_curve = curvemapping_add(1, 0, 0, 1, 1);
|
|
|
|
|
|
|
|
pd->falloff_curve->preset = CURVE_PRESET_LINE;
|
|
|
|
pd->falloff_curve->cm->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
|
|
|
|
curvemap_reset(pd->falloff_curve->cm, &pd->falloff_curve->clipr, pd->falloff_curve->preset, CURVEMAP_SLOPE_POSITIVE);
|
|
|
|
curvemapping_changed(pd->falloff_curve, 0);
|
|
|
|
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
return pd;
|
|
|
|
}
|
|
|
|
|
|
|
|
PointDensity *BKE_copy_pointdensity(PointDensity *pd)
|
|
|
|
{
|
|
|
|
PointDensity *pdn;
|
Point Density texture
The Point Density texture now has some additional options for how
the point locations are cached. Previously it was all relative to
worldspace, but there are now some other options that make things
a lot more convenient for mapping the texture to Local (or Orco).
Thanks to theeth for helping with the space conversions!
The new Object space options allow this sort of thing to be possible
- a particle system, instanced on a transformed renderable object:
http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov
It's also a lot easier to use multiple instances, just duplicate
the renderable objects and move them around.
The new particle cache options are:
* Emit Object space
This caches the particles relative to the emitter object's
coordinate space (i.e. relative to the emitter's object center).
This makes it possible to map the Texture to Local or Orco
easily, so you can easily move, rotate or scale the rendering
object that has the Point Density texture. It's relative to the
emitter's location, rotation and scale, so if the object you're
rendering the texture on is aligned differently to the emitter,
the results will be rotated etc.
* Emit Object Location
This offsets the particles to the emitter object's location in 3D
space. It's similar to Emit Object Space, however the emitter
object's rotation and scale are ignored. This is probably the
easiest to use, since you don't need to worry about the rotation
and scale of the emitter object (just the rendered object), so
it's the default.
* Global Space
This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
2008-09-29 04:19:24 +00:00
|
|
|
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
pdn= MEM_dupallocN(pd);
|
|
|
|
pdn->point_tree = NULL;
|
2008-10-02 01:38:12 +00:00
|
|
|
pdn->point_data = NULL;
|
2008-11-09 01:16:12 +00:00
|
|
|
if(pdn->coba) pdn->coba= MEM_dupallocN(pdn->coba);
|
2011-05-01 05:51:21 +00:00
|
|
|
pdn->falloff_curve = curvemapping_copy(pdn->falloff_curve); /* can be NULL */
|
2008-10-22 06:10:16 +00:00
|
|
|
return pdn;
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_free_pointdensitydata(PointDensity *pd)
|
|
|
|
{
|
|
|
|
if (pd->point_tree) {
|
2008-10-01 03:35:53 +00:00
|
|
|
BLI_bvhtree_free(pd->point_tree);
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
pd->point_tree = NULL;
|
|
|
|
}
|
2008-10-01 03:35:53 +00:00
|
|
|
if (pd->point_data) {
|
|
|
|
MEM_freeN(pd->point_data);
|
|
|
|
pd->point_data = NULL;
|
|
|
|
}
|
2011-03-16 18:21:31 +00:00
|
|
|
if(pd->coba) {
|
|
|
|
MEM_freeN(pd->coba);
|
|
|
|
pd->coba = NULL;
|
|
|
|
}
|
2011-05-01 05:51:21 +00:00
|
|
|
|
|
|
|
curvemapping_free(pd->falloff_curve); /* can be NULL */
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_free_pointdensity(PointDensity *pd)
|
|
|
|
{
|
|
|
|
BKE_free_pointdensitydata(pd);
|
|
|
|
MEM_freeN(pd);
|
|
|
|
}
|
|
|
|
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
|
|
|
|
void BKE_free_voxeldatadata(struct VoxelData *vd)
|
|
|
|
{
|
|
|
|
if (vd->dataset) {
|
2010-11-11 17:03:09 +00:00
|
|
|
MEM_freeN(vd->dataset);
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
vd->dataset = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_free_voxeldata(struct VoxelData *vd)
|
|
|
|
{
|
|
|
|
BKE_free_voxeldatadata(vd);
|
|
|
|
MEM_freeN(vd);
|
|
|
|
}
|
|
|
|
|
|
|
|
struct VoxelData *BKE_add_voxeldata(void)
|
|
|
|
{
|
|
|
|
VoxelData *vd;
|
|
|
|
|
|
|
|
vd= MEM_callocN(sizeof(struct VoxelData), "voxeldata");
|
|
|
|
vd->dataset = NULL;
|
2009-08-13 05:21:25 +00:00
|
|
|
vd->resol[0] = vd->resol[1] = vd->resol[2] = 1;
|
2009-08-16 06:10:31 +00:00
|
|
|
vd->interp_type= TEX_VD_LINEAR;
|
|
|
|
vd->file_format= TEX_VD_SMOKE;
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
vd->int_multiplier = 1.0;
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
vd->extend = TEX_CLIP;
|
2009-08-17 22:09:36 +00:00
|
|
|
vd->object = NULL;
|
2010-06-01 06:07:22 +00:00
|
|
|
vd->cachedframe = -1;
|
|
|
|
vd->ok = 0;
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
|
|
|
|
return vd;
|
|
|
|
}
|
|
|
|
|
|
|
|
struct VoxelData *BKE_copy_voxeldata(struct VoxelData *vd)
|
|
|
|
{
|
|
|
|
VoxelData *vdn;
|
|
|
|
|
|
|
|
vdn= MEM_dupallocN(vd);
|
|
|
|
vdn->dataset = NULL;
|
|
|
|
|
|
|
|
return vdn;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
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
|
|
|
/* ------------------------------------------------------------------------- */
|
2008-08-05 14:42:04 +00:00
|
|
|
int BKE_texture_dependsOnTime(const struct Tex *texture)
|
|
|
|
{
|
2008-08-05 22:13:13 +00:00
|
|
|
if(texture->plugin) {
|
2008-08-05 14:42:04 +00:00
|
|
|
// assume all plugins depend on time
|
|
|
|
return 1;
|
2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
|
|
|
}
|
|
|
|
else if( texture->ima &&
|
2008-08-06 04:09:10 +00:00
|
|
|
ELEM(texture->ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE)) {
|
2008-08-05 22:13:13 +00:00
|
|
|
return 1;
|
2010-10-19 10:26:53 +00:00
|
|
|
}
|
|
|
|
else if(texture->adt) {
|
|
|
|
// assume anything in adt means the texture is animated
|
2008-08-05 14:42:04 +00:00
|
|
|
return 1;
|
|
|
|
}
|
2011-07-10 17:04:56 +00:00
|
|
|
else if(texture->type == TEX_NOISE) {
|
|
|
|
// noise always varies with time
|
|
|
|
return 1;
|
|
|
|
}
|
2008-08-05 22:13:13 +00:00
|
|
|
return 0;
|
2008-08-05 14:42:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|