2002-10-12 11:37:38 +00:00
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/*
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* rendercore_ext.h
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*
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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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#ifndef RENDERCORE_H
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#define RENDERCORE_H
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2004-01-04 13:27:18 +00:00
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2002-10-12 11:37:38 +00:00
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#include "render_types.h"
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2004-01-04 13:27:18 +00:00
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/* vector defines */
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#define CROSS(dest, a, b) dest[0]= a[1] * b[2] - a[2] * b[1]; dest[1]= a[2] * b[0] - a[0] * b[2]; dest[2]= a[0] * b[1] - a[1] * b[0]
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#define VECMUL(dest, f) dest[0]*= f; dest[1]*= f; dest[2]*= f
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2002-10-12 11:37:38 +00:00
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struct HaloRen;
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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
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struct ShadeInput;
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2002-10-12 11:37:38 +00:00
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2003-12-16 14:12:01 +00:00
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typedef struct ShadeResult
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{
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float diff[3];
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float spec[3];
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float alpha;
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} ShadeResult;
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2002-10-12 11:37:38 +00:00
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float mistfactor(float *co); /* dist en hoogte, return alpha */
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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
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void render_lighting_halo(struct HaloRen *har, float *colf);
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2002-10-12 11:37:38 +00:00
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unsigned int calchalo_z(struct HaloRen *har, unsigned int zz);
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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
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void add_halo_flare(void);
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2003-07-19 20:31:29 +00:00
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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
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void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3);
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void shade_color(struct ShadeInput *shi, ShadeResult *shr);
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2004-04-26 21:38:36 +00:00
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void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr);
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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
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2003-12-22 22:27:51 +00:00
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float fresnel_fac(float *view, float *vn, float fresnel, float fac);
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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
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void calc_R_ref(struct ShadeInput *shi);
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2003-07-19 20:31:29 +00:00
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float spec(float inp, int hard);
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2004-01-14 20:13:41 +00:00
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/* -------- ray.c ------- */
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2004-04-26 21:38:36 +00:00
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extern void ray_shadow(ShadeInput *, LampRen *, float *);
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extern void ray_trace(ShadeInput *, ShadeResult *);
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Eeshlo AO patch, revised
- Ambient Occlusion is a more sophisticated ambient trick, which takes
nearby faces into account by firing a hemisphere of shadow-rays
around. AKA 'dirt shader'.
- Eeshlo made it a Lamp type, which doesn't fit well. I've moved the
settings to the World menu, and let the Material->ambient value control
the amount it contributes
- currently, the AO value is added/subtracted/mixed with the 'diffuse'
factor while shading, before it is multiplied with Material color
Buttons are in new Panel 'Amb Occ" in F8 menu. Note:
- "Dist:" by shortening the length of rays you get subtler effects and it
renders faster too
- "DistF:" the attennuation factor gives control over how the 'shadow'
spreads out.
Further it's just raytracing, so tends to be slooooow.... :)
Here same tricks as for other raytraced scenes apply, especially try to
keep the environment as small as possible (exclude faces from Octree by
giving them no Material Traceable).
I still have to think over a couple of aspects, will await feedback on it:
- AO color? Now it just adds 'white'
- other sampling patterns? I tried dithering, which was so-so
- method of controlling final 'samples' in F10? Might be useful for other
oversampling too (area light) to have it reacting to a percentage or so..
2004-04-05 21:04:13 +00:00
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extern void ray_ao(ShadeInput *, World *, float *);
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2002-10-12 11:37:38 +00:00
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/**
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* Apply the background (sky). Depending on the active alphamode and
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* worldmode, different filling strategies are applied.
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* Active alphamode = R.r.alphamode
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* Active worldmode = R.wrld.mode
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* <LI>
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* <IT> R_ALPHAPREMUL - do not fill sky, but apply alpha to colours
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* <IT> R_ALPHAKEY - do not fill sky, do not apply alpha to colours
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* <IT> R_ADDSKY - fill skycolour in the background, blend
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* transparent colours with the background
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* (there's also a world dependency here?
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* <LI>
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* <IT> R.wrld.mode == WO_MIST
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* <IT> R.r.bufflag == 1, R.flag == R_SEC_FIELD
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* <IT> R.wrld.skytype == ( WO_SKYBLEND ^ WO_SKYTEX)
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* <IT> R.wrld.skytype == WO_SKYPAPER
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* <IT> R.r.mode == R_PANORAMA )
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* </LI>
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* </LI>
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* @param rect
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* @param y
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*/
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void scanlinesky(char *rect, int y);
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/**
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* Do z buffer stuff.
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*/
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void zbufshade(void);
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/**
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* Insert transparent faces into the z buffer?
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*/
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void zbufshadeDA(void); /* Delta Accum Pixel Struct */
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/**
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* Also called in: zbuf.c
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*/
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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
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void *shadepixel(float x, float y, int vlaknr, int mask, float *col);
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void shadepixel_short(float x, float y, int vlaknr, int mask, unsigned short *shortcol);
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2002-10-12 11:37:38 +00:00
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/**
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* Shade the pixel at xn, yn for halo har, and write the result to col.
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* Also called in: previewrender.c
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* @param har The halo to be rendered on this location
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* @param col [unsigned int 3] The destination colour vector
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* @param zz Some kind of distance
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* @param dist Square of the distance of this coordinate to the halo's center
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* @param x [f] Pixel x relative to center
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* @param y [f] Pixel y relative to center
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* @param flarec Flare counter? Always har->flarec...
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*/
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/* void shadehalo(struct HaloRen *har, char *col, unsigned int zz, float dist, float x, float y, short flarec); */
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/**
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* A cryptic but very efficient way of counting the number of bits that
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* is set in the unsigned short.
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*/
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int count_mask(unsigned short mask);
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/* These defines are only used internally :) */
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/* dirty hack: pointers are negative, indices positive */
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/* pointers should be converted to positive numbers */
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#define IS_A_POINTER_CODE(a) ((a)<0)
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#define POINTER_FROM_CODE(a) ((void *)(-(a)))
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#define POINTER_TO_CODE(a) (-(long)(a))
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#endif /* RENDER_EXT_H */
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2002-10-30 02:07:20 +00:00
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