This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenlib/intern/jitter.c

178 lines
4.2 KiB
C
Raw Normal View History

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