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blender-archive/source/blender/blenlib/intern/jitter_2d.c

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
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/** \file
* \ingroup bli
* \brief Jitter offset table
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*/
#include "MEM_guardedalloc.h"
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#include <math.h>
#include <string.h>
#include "BLI_jitter_2d.h"
#include "BLI_rand.h"
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#include "BLI_strict_flags.h"
void BLI_jitterate1(float (*jit1)[2], float (*jit2)[2], int num, float radius1)
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{
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int i, j, k;
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float vecx, vecy, dvecx, dvecy, x, y, len;
for (i = num - 1; i >= 0; i--) {
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dvecx = dvecy = 0.0;
x = jit1[i][0];
y = jit1[i][1];
for (j = num - 1; j >= 0; j--) {
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if (i != j) {
vecx = jit1[j][0] - x - 1.0f;
vecy = jit1[j][1] - y - 1.0f;
for (k = 3; k > 0; k--) {
if (fabsf(vecx) < radius1 && fabsf(vecy) < radius1) {
len = sqrtf(vecx * vecx + vecy * vecy);
if (len > 0 && len < radius1) {
len = len / radius1;
dvecx += vecx / len;
dvecy += vecy / len;
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}
}
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vecx += 1.0f;
if (fabsf(vecx) < radius1 && fabsf(vecy) < radius1) {
len = sqrtf(vecx * vecx + vecy * vecy);
if (len > 0 && len < radius1) {
len = len / radius1;
dvecx += vecx / len;
dvecy += vecy / len;
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}
}
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vecx += 1.0f;
if (fabsf(vecx) < radius1 && fabsf(vecy) < radius1) {
len = sqrtf(vecx * vecx + vecy * vecy);
if (len > 0 && len < radius1) {
len = len / radius1;
dvecx += vecx / len;
dvecy += vecy / len;
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}
}
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vecx -= 2.0f;
vecy += 1.0f;
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}
}
}
x -= dvecx / 18.0f;
y -= dvecy / 18.0f;
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x -= floorf(x);
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y -= floorf(y);
jit2[i][0] = x;
jit2[i][1] = y;
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}
memcpy(jit1, jit2, 2 * (unsigned int)num * sizeof(float));
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}
void BLI_jitterate2(float (*jit1)[2], float (*jit2)[2], int num, float radius2)
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{
int i, j;
float vecx, vecy, dvecx, dvecy, x, y;
for (i = num - 1; i >= 0; i--) {
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dvecx = dvecy = 0.0;
x = jit1[i][0];
y = jit1[i][1];
for (j = num - 1; j >= 0; j--) {
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if (i != j) {
vecx = jit1[j][0] - x - 1.0f;
vecy = jit1[j][1] - y - 1.0f;
if (fabsf(vecx) < radius2) {
dvecx += vecx * radius2;
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}
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vecx += 1.0f;
if (fabsf(vecx) < radius2) {
dvecx += vecx * radius2;
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}
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vecx += 1.0f;
if (fabsf(vecx) < radius2) {
dvecx += vecx * radius2;
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}
if (fabsf(vecy) < radius2) {
dvecy += vecy * radius2;
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}
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vecy += 1.0f;
if (fabsf(vecy) < radius2) {
dvecy += vecy * radius2;
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}
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vecy += 1.0f;
if (fabsf(vecy) < radius2) {
dvecy += vecy * radius2;
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}
}
}
x -= dvecx / 2.0f;
y -= dvecy / 2.0f;
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x -= floorf(x);
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y -= floorf(y);
jit2[i][0] = x;
jit2[i][1] = y;
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}
memcpy(jit1, jit2, (unsigned int)num * sizeof(float[2]));
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}
void BLI_jitter_init(float (*jitarr)[2], int num)
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{
float(*jit2)[2];
float num_fl, num_fl_sqrt;
float x, rad1, rad2, rad3;
RNG *rng;
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int i;
if (num == 0) {
return;
}
num_fl = (float)num;
num_fl_sqrt = sqrtf(num_fl);
jit2 = MEM_mallocN(12 + (unsigned int)num * sizeof(float[2]), "initjit");
rad1 = 1.0f / num_fl_sqrt;
rad2 = 1.0f / num_fl;
rad3 = num_fl_sqrt / num_fl;
rng = BLI_rng_new(31415926 + (unsigned int)num);
x = 0;
for (i = 0; i < num; i++) {
jitarr[i][0] = x + rad1 * (float)(0.5 - BLI_rng_get_double(rng));
jitarr[i][1] = (float)i / num_fl + rad1 * (float)(0.5 - BLI_rng_get_double(rng));
x += rad3;
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x -= floorf(x);
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}
BLI_rng_free(rng);
for (i = 0; i < 24; i++) {
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
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BLI_jitterate1(jitarr, jit2, num, rad1);
BLI_jitterate1(jitarr, jit2, num, rad1);
BLI_jitterate2(jitarr, jit2, num, rad2);
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}
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MEM_freeN(jit2);
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/* Finally, move jitter to be centered around (0, 0). */
for (i = 0; i < num; i++) {
jitarr[i][0] -= 0.5f;
jitarr[i][1] -= 0.5f;
}
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}