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2002-10-12 11:37:38 +00:00
/**
* blenlib/BKE_texture.h (mar-2001 nzc)
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*
* 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.
2002-10-12 11:37:38 +00:00
*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*/
#ifndef BKE_TEXTURE_H
#define BKE_TEXTURE_H
#ifdef __cplusplus
extern "C" {
#endif
struct bNode;
struct Brush;
2002-10-12 11:37:38 +00:00
struct ColorBand;
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
struct EnvMap;
struct HaloRen;
struct Lamp;
struct LampRen;
struct Material;
struct MTex;
struct PluginTex;
* Volumetrics Removed all the old particle rendering code and options I had in there before, in order to make way for... A new procedural texture: 'Point Density' Point Density is a 3d texture that find the density of a group of 'points' in space and returns that in the texture as an intensity value. Right now, its at an early stage and it's only enabled for particles, but it would be cool to extend it later for things like object vertices, or point cache files from disk - i.e. to import point cloud data into Blender for rendering volumetrically. Currently there are just options for an Object and its particle system number, this is the particle system that will get cached before rendering, and then used for the texture's density estimation. It works totally consistent with as any other procedural texture, so previously where I've mapped a clouds texture to volume density to make some of those test renders, now I just map a point density texture to volume density. Here's a version of the same particle smoke test file from before, updated to use the point density texture instead: http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend There are a few cool things about implementing this as a texture: - The one texture (and cache) can be instanced across many different materials: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png This means you can calculate and bake one particle system, but render it multiple times across the scene, with different material settings, at no extra memory cost. Right now, the particles are cached in world space, so you have to map it globally, and if you want it offset, you have to do it in the material (as in the file above). I plan to add an option to bake in local space, so you can just map the texture to local and it just works. - It also works for solid surfaces too, it just gets the density at that particular point on the surface, eg: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov - You can map it to whatever you want, not only density but the various emissions and colours as well. I'd like to investigate using the other outputs in the texture too (like the RGB or normal outputs), perhaps with options to colour by particle age, generating normals for making particle 'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
struct PointDensity;
struct Tex;
struct TexMapping;
* Volume Rendering: Voxel data This commit introduces a new texture ('Voxel Data'), used to load up saved voxel data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández with some additional tweaks. Thanks, Raúl! The texture works similar to the existing point density texture, currently it only provides intensity information, which can then be mapped (for example) to density in a volume material. This is an early version, intended to read the voxel format saved by Raúl's command line simulators, in future revisions there's potential for making a more full-featured 'Blender voxel file format', and also for supporting other formats too. Note: Due to some subtleties in Raúl's existing released simulators, in order to load them correctly the voxel data texture, you'll need to raise the 'resolution' value by 2. So if you baked out the simulation at resolution 50, enter 52 for the resolution in the texture panel. This can possibly be fixed in the simulator later on. Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, probably the easiest way to map it is with and empty, using Map Input -> Object. Smoke test: http://www.vimeo.com/2449270 One more note, trilinear interpolation seems a bit slow at the moment, we'll look into this. For curiosity, while testing/debugging this, I made a script that exports a mesh to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, rendered as a volume: http://www.vimeo.com/2512028 The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py * Another smaller thing, brought back early ray termination (was disabled previously for debugging) and made it user configurable. It now appears as a new value in the volume material: 'Depth Cutoff'. For some background info on what this does, check: http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/ * Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
struct VoxelData;
struct World;
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/* in ColorBand struct */
#define MAXCOLORBAND 32
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void free_texture(struct Tex *t);
int test_dlerr(const char *name, const char *symbol);
void open_plugin_tex(struct PluginTex *pit);
struct PluginTex *add_plugin_tex(char *str);
void free_plugin_tex(struct PluginTex *pit);
void init_colorband(struct ColorBand *coba, int rangetype);
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
struct ColorBand *add_colorband(int rangetype);
int do_colorband(struct ColorBand *coba, float in, float out[4]);
void colorband_table_RGBA(struct ColorBand *coba, float **array, int *size);
int vergcband(const void *a1, const void *a2);
struct CBData *colorband_element_add(struct ColorBand *coba, float position);
int colorband_element_remove(struct ColorBand *coba, int index);
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void default_tex(struct Tex *tex);
struct Tex *add_texture(const char *name);
void tex_set_type(struct Tex *tex, int type);
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void default_mtex(struct MTex *mtex);
struct MTex *add_mtex(void);
struct MTex *add_mtex_id(struct ID *id, int slot);
2002-10-12 11:37:38 +00:00
struct Tex *copy_texture(struct Tex *tex);
void make_local_texture(struct Tex *tex);
void autotexname(struct Tex *tex);
struct Tex *give_current_object_texture(struct Object *ob);
struct Tex *give_current_material_texture(struct Material *ma);
struct Tex *give_current_lamp_texture(struct Lamp *la);
struct Tex *give_current_world_texture(struct World *world);
struct Tex *give_current_brush_texture(struct Brush *br);
struct bNode *give_current_material_texture_node(struct Material *ma);
2009-10-12 16:00:39 +00:00
int give_active_mtex(struct ID *id, struct MTex ***mtex_ar, short *act);
void set_active_mtex(struct ID *id, short act);
void set_current_brush_texture(struct Brush *br, struct Tex *tex);
void set_current_world_texture(struct World *wo, struct Tex *tex);
void set_current_material_texture(struct Material *ma, struct Tex *tex);
void set_current_lamp_texture(struct Lamp *la, struct Tex *tex);
struct TexMapping *add_mapping(void);
void init_mapping(struct TexMapping *texmap);
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
void BKE_free_envmapdata(struct EnvMap *env);
void BKE_free_envmap(struct EnvMap *env);
struct EnvMap *BKE_add_envmap(void);
struct EnvMap *BKE_copy_envmap(struct EnvMap *env);
* Volumetrics Removed all the old particle rendering code and options I had in there before, in order to make way for... A new procedural texture: 'Point Density' Point Density is a 3d texture that find the density of a group of 'points' in space and returns that in the texture as an intensity value. Right now, its at an early stage and it's only enabled for particles, but it would be cool to extend it later for things like object vertices, or point cache files from disk - i.e. to import point cloud data into Blender for rendering volumetrically. Currently there are just options for an Object and its particle system number, this is the particle system that will get cached before rendering, and then used for the texture's density estimation. It works totally consistent with as any other procedural texture, so previously where I've mapped a clouds texture to volume density to make some of those test renders, now I just map a point density texture to volume density. Here's a version of the same particle smoke test file from before, updated to use the point density texture instead: http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend There are a few cool things about implementing this as a texture: - The one texture (and cache) can be instanced across many different materials: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png This means you can calculate and bake one particle system, but render it multiple times across the scene, with different material settings, at no extra memory cost. Right now, the particles are cached in world space, so you have to map it globally, and if you want it offset, you have to do it in the material (as in the file above). I plan to add an option to bake in local space, so you can just map the texture to local and it just works. - It also works for solid surfaces too, it just gets the density at that particular point on the surface, eg: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov - You can map it to whatever you want, not only density but the various emissions and colours as well. I'd like to investigate using the other outputs in the texture too (like the RGB or normal outputs), perhaps with options to colour by particle age, generating normals for making particle 'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
void BKE_free_pointdensitydata(struct PointDensity *pd);
void BKE_free_pointdensity(struct PointDensity *pd);
struct PointDensity *BKE_add_pointdensity(void);
struct PointDensity *BKE_copy_pointdensity(struct PointDensity *pd);
* Volume Rendering: Voxel data This commit introduces a new texture ('Voxel Data'), used to load up saved voxel data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández with some additional tweaks. Thanks, Raúl! The texture works similar to the existing point density texture, currently it only provides intensity information, which can then be mapped (for example) to density in a volume material. This is an early version, intended to read the voxel format saved by Raúl's command line simulators, in future revisions there's potential for making a more full-featured 'Blender voxel file format', and also for supporting other formats too. Note: Due to some subtleties in Raúl's existing released simulators, in order to load them correctly the voxel data texture, you'll need to raise the 'resolution' value by 2. So if you baked out the simulation at resolution 50, enter 52 for the resolution in the texture panel. This can possibly be fixed in the simulator later on. Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, probably the easiest way to map it is with and empty, using Map Input -> Object. Smoke test: http://www.vimeo.com/2449270 One more note, trilinear interpolation seems a bit slow at the moment, we'll look into this. For curiosity, while testing/debugging this, I made a script that exports a mesh to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, rendered as a volume: http://www.vimeo.com/2512028 The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py * Another smaller thing, brought back early ray termination (was disabled previously for debugging) and made it user configurable. It now appears as a new value in the volume material: 'Depth Cutoff'. For some background info on what this does, check: http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/ * Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
void BKE_free_voxeldatadata(struct VoxelData *vd);
void BKE_free_voxeldata(struct VoxelData *vd);
struct VoxelData *BKE_add_voxeldata(void);
struct VoxelData *BKE_copy_voxeldata(struct VoxelData *vd);
int BKE_texture_dependsOnTime(const struct Tex *texture);
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
#ifdef __cplusplus
}
#endif
2002-10-12 11:37:38 +00:00
#endif