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blender-archive/source/blender/render/intern/include/pixelshading.h

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2002-10-12 11:37:38 +00:00
/*
* pixelshading.h
*
* These functions determine what actual colour a pixel will have.
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef PIXELSHADING_H
#define PIXELSHADING_H
#include "render.h"
#include "vanillaRenderPipe_types.h"
/**
* Render the pixel at (x,y) for object ap. Apply the jitter mask.
* Output is given in float collector[4]. The type vector:
* t[0] - min. distance
* t[1] - face/halo index
* t[2] - jitter mask
* t[3] - type ZB_POLY or ZB_HALO
* t[4] - max. distance
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
* mask is pixel coverage in bits
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* @return pointer to the object
*/
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
void *renderPixel(RE_COLBUFTYPE *collector, float x, float y, int *t, int mask);
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
void *renderHaloPixel(RE_COLBUFTYPE *collector, float x, float y, int haloNr) ;
2002-10-12 11:37:38 +00:00
void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode);
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
void shadeHaloFloat(HaloRen *har,
float *col, unsigned int zz,
float dist, float xn,
float yn, short flarec);
2002-10-12 11:37:38 +00:00
/**
* Get the sky blending mode.
*/
enum RE_SkyAlphaBlendingType getSkyBlendingMode(void);
/**
* Render the sky at pixel (x, y).
*/
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
void renderSkyPixelFloat(RE_COLBUFTYPE *collector, float x, float y);
2002-10-12 11:37:38 +00:00
/* used by shadeSkyPixel: */
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
void shadeSkyPixelFloat(float *colf, float *view, float *dxyview);
Phew, a lot of work, and no new features... Main target was to make the inner rendering loop using no globals anymore. This is essential for proper usage while raytracing, it caused a lot of hacks in the raycode as well, which even didn't work correctly for all situations (textures especially). Done this by creating a new local struct RenderInput, which replaces usage of the global struct Render R. The latter now only is used to denote image size, viewmatrix, and the like. Making the inner render loops using no globals caused 1000s of vars to be changed... but the result definitely is much nicer code, which enables making 'real' shaders in a next stage. It also enabled me to remove the hacks from ray.c Then i went to the task of removing redundant code. Especially the calculus of texture coords took place (identical) in three locations. Most obvious is the change in the unified render part, which is much less code now; it uses the same rendering routines as normal render now. (Note; not for halos yet!) I also removed 6 files called 'shadowbuffer' something. This was experimen- tal stuff from NaN days. And again saved a lot of double used code. Finally I went over the blenkernel and blender/src calls to render stuff. Here the same local data is used now, resulting in less dependency. I also moved render-texture to the render module, this was still in Kernel. (new file: texture.c) So! After this commit I will check on the autofiles, to try to fix that. MSVC people have to do it themselves. This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
void renderSpotHaloPixel(float x, float y, float *target);
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
void shadeSkyPixel(RE_COLBUFTYPE *collector, float fx, float fy);
void fillBackgroundImage(RE_COLBUFTYPE *collector, float x, float y);
void fillBackgroundImageChar(char *col, float x, float y);
2002-10-12 11:37:38 +00:00
/* ------------------------------------------------------------------------- */
#endif