2003-04-26 13:07:59 +00:00
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/* texture.c
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*
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*
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2002-10-12 11:37:38 +00:00
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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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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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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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 "PIL_dynlib.h"
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#include "MTC_matrixops.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_rand.h"
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#include "DNA_texture_types.h"
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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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#include "DNA_image_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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2002-10-12 11:37:38 +00:00
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "BKE_plugin_types.h"
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#include "BKE_bad_level_calls.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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2002-10-12 11:37:38 +00:00
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#include "BKE_ipo.h"
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2006-07-31 15:53:03 +00:00
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#include "BKE_brush.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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err= PIL_dynlib_get_error_as_string(NULL);
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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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pit->doit= 0;
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pit->pname= 0;
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pit->stnames= 0;
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pit->varstr= 0;
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pit->result= 0;
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pit->cfra= 0;
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pit->version= 0;
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/* clear the error list */
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PIL_dynlib_get_error_as_string(NULL);
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/* no PIL_dynlib_close! multiple opened plugins... */
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/* if(pit->handle) PIL_dynlib_close(pit->handle); */
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/* pit->handle= 0; */
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/* open the needed object */
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pit->handle= PIL_dynlib_open(pit->name);
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if(test_dlerr(pit->name, pit->name)) return;
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if (pit->handle != 0) {
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/* find the address of the version function */
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version= (int (*)(void)) PIL_dynlib_find_symbol(pit->handle, "plugin_tex_getversion");
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if (test_dlerr(pit->name, "plugin_tex_getversion")) return;
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if (version != 0) {
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pit->version= version();
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2007-01-29 20:43:27 +00:00
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if (pit->version>=2 && pit->version<=5) {
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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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info_func= (int (*)(PluginInfo *))PIL_dynlib_find_symbol(pit->handle, "plugin_getinfo");
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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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if(pit->doit==0) {
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if(pit->handle==0) error("no plugin: %s", str);
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else error("in plugin: %s", str);
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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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if(pit==0) return;
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2003-04-26 13:07:59 +00:00
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/* no PIL_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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Mat4One(texmap->mat);
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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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SizeToMat3(texmap->size, smat);
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eul[0]= (M_PI/180.0f)*texmap->rot[0];
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eul[1]= (M_PI/180.0f)*texmap->rot[1];
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eul[2]= (M_PI/180.0f)*texmap->rot[2];
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EulToMat3(eul, rmat);
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Mat3MulMat3(mat, rmat, smat);
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Mat4CpyMat3(texmap->mat, mat);
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VECCOPY(texmap->mat[3], texmap->loc);
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}
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2002-10-12 11:37:38 +00:00
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/* ****************** COLORBAND ******************* */
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2007-10-31 13:56:07 +00:00
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|
|
void init_colorband(ColorBand *coba, int rangetype)
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2002-10-12 11:37:38 +00:00
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|
|
{
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int a;
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coba->data[0].pos= 0.0;
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coba->data[1].pos= 1.0;
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|
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;
|
|
|
|
|
|
|
|
coba->data[1].r= 0.0;
|
|
|
|
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);
|
|
|
|
else
|
|
|
|
fac= 0.0f;
|
2005-05-27 19:02:39 +00:00
|
|
|
|
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)
|
|
|
|
set_four_ipo(fac, t, KEY_CARDINAL);
|
|
|
|
else
|
|
|
|
set_four_ipo(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;
|
|
|
|
CLAMP(out[0], 0.0, 1.0);
|
|
|
|
CLAMP(out[1], 0.0, 1.0);
|
|
|
|
CLAMP(out[2], 0.0, 1.0);
|
|
|
|
CLAMP(out[3], 0.0, 1.0);
|
|
|
|
}
|
|
|
|
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 */
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ******************* TEX ************************ */
|
|
|
|
|
|
|
|
void free_texture(Tex *tex)
|
|
|
|
{
|
|
|
|
free_plugin_tex(tex->plugin);
|
|
|
|
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);
|
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;
|
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
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
tex->stype= 0;
|
2004-04-28 18:08:34 +00:00
|
|
|
tex->flag= TEX_CHECKER_ODD;
|
2007-11-13 23:53:58 +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;
|
|
|
|
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;
|
|
|
|
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) {
|
|
|
|
tex->env->stype=ENV_STATIC;
|
|
|
|
tex->env->clipsta=0.1;
|
|
|
|
tex->env->clipend=100;
|
|
|
|
tex->env->cuberes=100;
|
|
|
|
tex->env->depth=0;
|
|
|
|
}
|
2002-10-12 11:37:38 +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;
|
2007-09-02 17:25:03 +00:00
|
|
|
|
|
|
|
tex->preview = NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
Tex *add_texture(char *name)
|
|
|
|
{
|
|
|
|
Tex *tex;
|
|
|
|
|
|
|
|
tex= alloc_libblock(&G.main->tex, ID_TE, name);
|
|
|
|
|
|
|
|
default_tex(tex);
|
|
|
|
|
|
|
|
return tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
void default_mtex(MTex *mtex)
|
|
|
|
{
|
|
|
|
mtex->texco= TEXCO_ORCO;
|
|
|
|
mtex->mapto= MAP_COL;
|
|
|
|
mtex->object= 0;
|
|
|
|
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;
|
|
|
|
mtex->tex= 0;
|
|
|
|
mtex->texflag= 0;
|
|
|
|
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;
|
|
|
|
mtex->norfac= 0.5;
|
|
|
|
mtex->varfac= 1.0;
|
2004-01-18 17:17:44 +00:00
|
|
|
mtex->dispfac=0.2;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
MTex *add_mtex()
|
|
|
|
{
|
|
|
|
MTex *mtex;
|
|
|
|
|
|
|
|
mtex= MEM_callocN(sizeof(MTex), "add_mtex");
|
|
|
|
|
|
|
|
default_mtex(mtex);
|
|
|
|
|
|
|
|
return mtex;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
Tex *copy_texture(Tex *tex)
|
|
|
|
{
|
|
|
|
Tex *texn;
|
|
|
|
|
|
|
|
texn= copy_libblock(tex);
|
|
|
|
if(texn->type==TEX_IMAGE) id_us_plus((ID *)texn->ima);
|
|
|
|
else texn->ima= 0;
|
|
|
|
|
|
|
|
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);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2007-09-02 17:25:03 +00:00
|
|
|
if(tex->preview) texn->preview = BKE_previewimg_copy(tex->preview);
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
return texn;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
void make_local_texture(Tex *tex)
|
|
|
|
{
|
|
|
|
Tex *texn;
|
|
|
|
Material *ma;
|
|
|
|
World *wrld;
|
|
|
|
Lamp *la;
|
2006-07-31 15:53:03 +00:00
|
|
|
Brush *br;
|
2002-10-12 11:37:38 +00:00
|
|
|
int a, local=0, lib=0;
|
2003-04-26 13:07:59 +00:00
|
|
|
|
|
|
|
/* - only lib users: do nothing
|
|
|
|
* - only local users: set flag
|
|
|
|
* - mixed: make copy
|
|
|
|
*/
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(tex->id.lib==0) return;
|
|
|
|
|
2003-04-26 13:07:59 +00:00
|
|
|
/* special case: ima always local immediately */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(tex->ima) {
|
|
|
|
tex->ima->id.lib= 0;
|
|
|
|
tex->ima->id.flag= LIB_LOCAL;
|
|
|
|
new_id(0, (ID *)tex->ima, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(tex->id.us==1) {
|
|
|
|
tex->id.lib= 0;
|
|
|
|
tex->id.flag= LIB_LOCAL;
|
|
|
|
new_id(0, (ID *)tex, 0);
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ma= G.main->mat.first;
|
|
|
|
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) {
|
|
|
|
if(ma->id.lib) lib= 1;
|
|
|
|
else local= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ma= ma->id.next;
|
|
|
|
}
|
|
|
|
la= G.main->lamp.first;
|
|
|
|
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) {
|
|
|
|
if(la->id.lib) lib= 1;
|
|
|
|
else local= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
la= la->id.next;
|
|
|
|
}
|
|
|
|
wrld= G.main->world.first;
|
|
|
|
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) {
|
|
|
|
if(wrld->id.lib) lib= 1;
|
|
|
|
else local= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
wrld= wrld->id.next;
|
|
|
|
}
|
2006-07-31 15:53:03 +00:00
|
|
|
br= G.main->brush.first;
|
|
|
|
while(br) {
|
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
|
|
|
if(br->mtex[a] && br->mtex[a]->tex==tex) {
|
|
|
|
if(br->id.lib) lib= 1;
|
|
|
|
else local= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
br= br->id.next;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(local && lib==0) {
|
|
|
|
tex->id.lib= 0;
|
|
|
|
tex->id.flag= LIB_LOCAL;
|
|
|
|
new_id(0, (ID *)tex, 0);
|
|
|
|
}
|
|
|
|
else if(local && lib) {
|
|
|
|
texn= copy_texture(tex);
|
|
|
|
texn->id.us= 0;
|
|
|
|
|
|
|
|
ma= G.main->mat.first;
|
|
|
|
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) {
|
|
|
|
if(ma->id.lib==0) {
|
|
|
|
ma->mtex[a]->tex= texn;
|
|
|
|
texn->id.us++;
|
|
|
|
tex->id.us--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ma= ma->id.next;
|
|
|
|
}
|
|
|
|
la= G.main->lamp.first;
|
|
|
|
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) {
|
|
|
|
if(la->id.lib==0) {
|
|
|
|
la->mtex[a]->tex= texn;
|
|
|
|
texn->id.us++;
|
|
|
|
tex->id.us--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
la= la->id.next;
|
|
|
|
}
|
|
|
|
wrld= G.main->world.first;
|
|
|
|
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) {
|
|
|
|
if(wrld->id.lib==0) {
|
|
|
|
wrld->mtex[a]->tex= texn;
|
|
|
|
texn->id.us++;
|
|
|
|
tex->id.us--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
wrld= wrld->id.next;
|
|
|
|
}
|
2006-07-31 15:53:03 +00:00
|
|
|
br= G.main->brush.first;
|
|
|
|
while(br) {
|
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
|
|
|
if(br->mtex[a] && br->mtex[a]->tex==tex) {
|
|
|
|
if(br->id.lib==0) {
|
|
|
|
br->mtex[a]->tex= texn;
|
|
|
|
texn->id.us++;
|
|
|
|
tex->id.us--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
br= br->id.next;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
void autotexname(Tex *tex)
|
|
|
|
{
|
2007-01-18 15:39:59 +00:00
|
|
|
/* extern char texstr[20][12]; *//* buttons.c, already in bad lev calls*/
|
2002-10-12 11:37:38 +00:00
|
|
|
Image *ima;
|
|
|
|
char di[FILE_MAXDIR], fi[FILE_MAXFILE];
|
|
|
|
|
|
|
|
if(tex) {
|
|
|
|
if(tex->type==TEX_IMAGE) {
|
|
|
|
ima= tex->ima;
|
|
|
|
if(ima) {
|
|
|
|
strcpy(di, ima->name);
|
|
|
|
BLI_splitdirstring(di, fi);
|
|
|
|
strcpy(di, "I.");
|
|
|
|
strcat(di, fi);
|
|
|
|
new_id(&G.main->tex, (ID *)tex, di);
|
|
|
|
}
|
|
|
|
else new_id(&G.main->tex, (ID *)tex, texstr[tex->type]);
|
|
|
|
}
|
|
|
|
else if(tex->type==TEX_PLUGIN && tex->plugin) new_id(&G.main->tex, (ID *)tex, tex->plugin->pname);
|
|
|
|
else new_id(&G.main->tex, (ID *)tex, texstr[tex->type]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
2004-07-26 21:44:55 +00:00
|
|
|
Tex *give_current_texture(Object *ob, int act)
|
|
|
|
{
|
|
|
|
Material ***matarar, *ma;
|
|
|
|
Lamp *la = 0;
|
|
|
|
MTex *mtex = 0;
|
|
|
|
Tex *tex = 0;
|
|
|
|
|
|
|
|
if(ob==0) return 0;
|
|
|
|
if(ob->totcol==0) return 0;
|
|
|
|
|
|
|
|
if(ob->type==OB_LAMP) {
|
|
|
|
la=(Lamp *)ob->data;
|
|
|
|
if(la) {
|
|
|
|
mtex= la->mtex[(int)(la->texact)];
|
|
|
|
if(mtex) tex= mtex->tex;
|
|
|
|
}
|
|
|
|
else tex= 0;
|
|
|
|
} else {
|
|
|
|
if(act>ob->totcol) act= ob->totcol;
|
|
|
|
else if(act==0) act= 1;
|
|
|
|
|
|
|
|
if( BTST(ob->colbits, act-1) ) { /* in object */
|
|
|
|
ma= ob->mat[act-1];
|
|
|
|
}
|
|
|
|
else { /* in data */
|
|
|
|
matarar= give_matarar(ob);
|
|
|
|
|
|
|
|
if(matarar && *matarar) ma= (*matarar)[act-1];
|
|
|
|
else ma= 0;
|
|
|
|
|
|
|
|
}
|
|
|
|
if(ma) {
|
|
|
|
mtex= ma->mtex[(int)(ma->texact)];
|
|
|
|
if(mtex) tex= mtex->tex;
|
|
|
|
}
|
|
|
|
else tex= 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
EnvMap *BKE_add_envmap(void)
|
|
|
|
{
|
|
|
|
EnvMap *env;
|
|
|
|
|
|
|
|
env= MEM_callocN(sizeof(EnvMap), "envmap");
|
|
|
|
env->type= ENV_CUBE;
|
|
|
|
env->stype= ENV_STATIC;
|
|
|
|
env->clipsta= 0.1;
|
|
|
|
env->clipend= 100.0;
|
|
|
|
env->cuberes= 100;
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ------------------------------------------------------------------------- */
|