2022-02-11 09:07:11 +11:00
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/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
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2002-10-12 11:37:38 +00:00
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup bli
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* \brief Jitter offset table
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2011-02-27 20:37:56 +00:00
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*/
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2020-03-19 09:33:03 +01:00
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#include "MEM_guardedalloc.h"
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2002-10-12 11:37:38 +00:00
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#include <math.h>
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#include <string.h>
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2018-02-18 21:27:33 +11:00
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#include "BLI_jitter_2d.h"
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2020-03-19 09:33:03 +01:00
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#include "BLI_rand.h"
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2002-10-12 11:37:38 +00:00
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2014-03-18 10:50:24 +11:00
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#include "BLI_strict_flags.h"
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2002-11-25 12:02:15 +00:00
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2020-09-04 20:59:13 +02:00
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void BLI_jitterate1(float (*jit1)[2], float (*jit2)[2], int num, float radius1)
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2002-10-12 11:37:38 +00:00
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{
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2012-04-29 15:47:02 +00:00
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int i, j, k;
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2002-10-12 11:37:38 +00:00
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float vecx, vecy, dvecx, dvecy, x, y, len;
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2019-04-17 06:17:24 +02:00
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2014-03-18 10:50:24 +11:00
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for (i = num - 1; i >= 0; i--) {
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2002-10-12 11:37:38 +00:00
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dvecx = dvecy = 0.0;
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2014-03-18 10:50:24 +11:00
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x = jit1[i][0];
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y = jit1[i][1];
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for (j = num - 1; j >= 0; j--) {
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2012-02-27 10:35:39 +00:00
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if (i != j) {
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2014-03-18 10:50:24 +11:00
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vecx = jit1[j][0] - x - 1.0f;
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vecy = jit1[j][1] - y - 1.0f;
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2012-05-12 15:02:10 +00:00
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for (k = 3; k > 0; k--) {
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2020-09-04 20:59:13 +02:00
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if (fabsf(vecx) < radius1 && fabsf(vecy) < radius1) {
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2014-03-18 10:50:24 +11:00
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len = sqrtf(vecx * vecx + vecy * vecy);
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2020-09-04 20:59:13 +02:00
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if (len > 0 && len < radius1) {
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len = len / radius1;
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2012-05-12 15:02:10 +00:00
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dvecx += vecx / len;
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dvecy += vecy / len;
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2002-10-12 11:37:38 +00:00
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}
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}
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2011-08-19 16:21:29 +00:00
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vecx += 1.0f;
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2019-04-17 06:17:24 +02:00
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2020-09-04 20:59:13 +02:00
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if (fabsf(vecx) < radius1 && fabsf(vecy) < radius1) {
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2014-03-18 10:50:24 +11:00
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len = sqrtf(vecx * vecx + vecy * vecy);
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2020-09-04 20:59:13 +02:00
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if (len > 0 && len < radius1) {
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len = len / radius1;
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2012-05-12 15:02:10 +00:00
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dvecx += vecx / len;
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dvecy += vecy / len;
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2002-10-12 11:37:38 +00:00
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}
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}
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2011-08-19 16:21:29 +00:00
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vecx += 1.0f;
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2019-04-17 06:17:24 +02:00
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2020-09-04 20:59:13 +02:00
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if (fabsf(vecx) < radius1 && fabsf(vecy) < radius1) {
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2014-03-18 10:50:24 +11:00
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len = sqrtf(vecx * vecx + vecy * vecy);
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2020-09-04 20:59:13 +02:00
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if (len > 0 && len < radius1) {
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len = len / radius1;
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2012-05-12 15:02:10 +00:00
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dvecx += vecx / len;
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dvecy += vecy / len;
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2002-10-12 11:37:38 +00:00
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}
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}
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2011-08-19 16:21:29 +00:00
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vecx -= 2.0f;
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vecy += 1.0f;
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2002-10-12 11:37:38 +00:00
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}
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}
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}
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2019-04-17 06:17:24 +02:00
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2012-05-12 15:02:10 +00:00
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x -= dvecx / 18.0f;
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y -= dvecy / 18.0f;
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2012-02-27 10:35:39 +00:00
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x -= floorf(x);
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2011-08-19 16:21:29 +00:00
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y -= floorf(y);
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2014-03-18 10:50:24 +11:00
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jit2[i][0] = x;
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jit2[i][1] = y;
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2002-10-12 11:37:38 +00:00
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}
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2014-03-18 10:50:24 +11:00
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memcpy(jit1, jit2, 2 * (unsigned int)num * sizeof(float));
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2002-10-12 11:37:38 +00:00
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}
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2020-09-04 20:59:13 +02:00
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void BLI_jitterate2(float (*jit1)[2], float (*jit2)[2], int num, float radius2)
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2002-10-12 11:37:38 +00:00
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{
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int i, j;
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float vecx, vecy, dvecx, dvecy, x, y;
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2019-04-17 06:17:24 +02:00
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2014-03-18 10:50:24 +11:00
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for (i = num - 1; i >= 0; i--) {
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2002-10-12 11:37:38 +00:00
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dvecx = dvecy = 0.0;
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2014-03-18 10:50:24 +11:00
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x = jit1[i][0];
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y = jit1[i][1];
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for (j = num - 1; j >= 0; j--) {
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2012-02-27 10:35:39 +00:00
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if (i != j) {
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2014-03-18 10:50:24 +11:00
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vecx = jit1[j][0] - x - 1.0f;
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vecy = jit1[j][1] - y - 1.0f;
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2019-04-17 06:17:24 +02:00
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2020-09-04 20:59:13 +02:00
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if (fabsf(vecx) < radius2) {
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dvecx += vecx * radius2;
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2019-03-27 13:16:10 +11:00
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}
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2011-08-19 16:21:29 +00:00
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vecx += 1.0f;
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2020-09-04 20:59:13 +02:00
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if (fabsf(vecx) < radius2) {
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dvecx += vecx * radius2;
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2019-03-27 13:16:10 +11:00
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}
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2011-08-19 16:21:29 +00:00
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vecx += 1.0f;
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2020-09-04 20:59:13 +02:00
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if (fabsf(vecx) < radius2) {
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dvecx += vecx * radius2;
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2019-03-27 13:16:10 +11:00
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}
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2019-04-17 06:17:24 +02:00
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2020-09-04 20:59:13 +02:00
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if (fabsf(vecy) < radius2) {
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dvecy += vecy * radius2;
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2019-03-27 13:16:10 +11:00
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}
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2011-08-19 16:21:29 +00:00
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vecy += 1.0f;
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2020-09-04 20:59:13 +02:00
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if (fabsf(vecy) < radius2) {
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dvecy += vecy * radius2;
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2019-03-27 13:16:10 +11:00
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}
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2011-08-19 16:21:29 +00:00
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vecy += 1.0f;
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2020-09-04 20:59:13 +02:00
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if (fabsf(vecy) < radius2) {
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dvecy += vecy * radius2;
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2002-10-12 11:37:38 +00:00
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}
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2019-04-17 06:17:24 +02:00
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}
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}
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2012-05-12 15:02:10 +00:00
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x -= dvecx / 2.0f;
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y -= dvecy / 2.0f;
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2012-02-27 10:35:39 +00:00
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x -= floorf(x);
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2011-08-19 16:21:29 +00:00
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y -= floorf(y);
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2014-03-18 10:50:24 +11:00
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jit2[i][0] = x;
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jit2[i][1] = y;
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2002-10-12 11:37:38 +00:00
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}
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2014-03-18 10:50:24 +11:00
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memcpy(jit1, jit2, (unsigned int)num * sizeof(float[2]));
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2002-10-12 11:37:38 +00:00
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}
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2014-03-18 10:50:24 +11:00
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void BLI_jitter_init(float (*jitarr)[2], int num)
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2002-10-12 11:37:38 +00:00
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{
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2014-03-18 10:50:24 +11:00
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float(*jit2)[2];
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float num_fl, num_fl_sqrt;
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float x, rad1, rad2, rad3;
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2013-04-15 23:12:40 +00:00
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RNG *rng;
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2002-10-12 11:37:38 +00:00
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int i;
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2019-04-17 06:17:24 +02:00
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2014-03-18 10:50:24 +11:00
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if (num == 0) {
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return;
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}
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2019-04-17 06:17:24 +02:00
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2014-03-18 10:50:24 +11:00
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num_fl = (float)num;
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num_fl_sqrt = sqrtf(num_fl);
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2019-04-17 06:17:24 +02:00
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2014-03-18 10:50:24 +11:00
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jit2 = MEM_mallocN(12 + (unsigned int)num * sizeof(float[2]), "initjit");
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rad1 = 1.0f / num_fl_sqrt;
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rad2 = 1.0f / num_fl;
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rad3 = num_fl_sqrt / num_fl;
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2019-04-17 06:17:24 +02:00
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2014-03-18 10:50:24 +11:00
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rng = BLI_rng_new(31415926 + (unsigned int)num);
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2019-04-17 06:17:24 +02:00
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2012-05-12 15:02:10 +00:00
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x = 0;
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2014-03-18 10:50:24 +11:00
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for (i = 0; i < num; i++) {
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jitarr[i][0] = x + rad1 * (float)(0.5 - BLI_rng_get_double(rng));
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jitarr[i][1] = (float)i / num_fl + rad1 * (float)(0.5 - BLI_rng_get_double(rng));
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2012-05-12 15:02:10 +00:00
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x += rad3;
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2011-08-19 16:21:29 +00:00
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x -= floorf(x);
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2002-10-12 11:37:38 +00:00
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}
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2019-04-17 06:17:24 +02:00
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2013-04-15 23:12:40 +00:00
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BLI_rng_free(rng);
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2019-04-17 06:17:24 +02:00
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2012-05-12 15:02:10 +00:00
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for (i = 0; i < 24; i++) {
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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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BLI_jitterate1(jitarr, jit2, num, rad1);
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BLI_jitterate1(jitarr, jit2, num, rad1);
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BLI_jitterate2(jitarr, jit2, num, rad2);
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2002-10-12 11:37:38 +00:00
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}
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2019-04-17 06:17:24 +02:00
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2002-10-12 11:37:38 +00:00
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MEM_freeN(jit2);
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2019-04-17 06:17:24 +02:00
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2021-02-05 16:23:34 +11:00
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/* Finally, move jitter to be centered around (0, 0). */
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2014-03-18 10:50:24 +11:00
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for (i = 0; i < num; i++) {
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jitarr[i][0] -= 0.5f;
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jitarr[i][1] -= 0.5f;
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2004-05-15 18:07:09 +00:00
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}
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2002-10-12 11:37:38 +00:00
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}
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