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blender-archive/source/blender/radiosity/extern/include/radio.h

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2002-10-12 11:37:38 +00:00
/* ***************************************
radio.h nov/dec 1992
revised for Blender may 1999
$Id$
***** 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 RADIO_H
#define RADIO_H
#define RADIO_H
/* type include */
#include "radio_types.h"
extern RadGlobal RG;
/* radfactors.c */
extern float calcStokefactor(RPatch *shoot, RPatch *rp, RNode *rn, float *area);
extern void calcTopfactors(void);
void calcSidefactors(void);
extern void initradiosity(void);
extern void rad_make_hocos(RadView *vw);
extern void hemizbuf(RadView *vw);
extern int makeformfactors(RPatch *shoot);
extern void applyformfactors(RPatch *shoot);
extern RPatch *findshootpatch(void);
extern void setnodeflags(RNode *rn, int flag, int set);
extern void backface_test(RPatch *shoot);
extern void clear_backface_test(void);
extern void progressiverad(void);
extern void minmaxradelem(RNode *rn, float *min, float *max);
extern void minmaxradelemfilt(RNode *rn, float *min, float *max, float *errmin, float *errmax);
extern void subdivideshootElements(int it);
extern void subdivideshootPatches(int it);
extern void inithemiwindows(void);
extern void closehemiwindows(void);
void rad_init_energy(void);
/* radio.c */
void freeAllRad(void);
int rad_phase(void);
void rad_status_str(char *str);
void rad_printstatus(void);
void rad_setlimits(void);
void set_radglobal(void);
void add_radio(void);
void delete_radio(void);
int rad_go(void);
void rad_subdivshootpatch(void);
void rad_subdivshootelem(void);
void rad_limit_subdivide(void);
/* radnode.c */
extern void setnodelimit(float limit);
extern float *mallocVert(void);
extern float *callocVert(void);
extern void freeVert(float *vert);
extern RNode *mallocNode(void);
extern RNode *callocNode(void);
extern void freeNode(RNode *node);
extern void freeNode_recurs(RNode *node);
extern RPatch *mallocPatch(void);
extern RPatch *callocPatch(void);
extern void freePatch(RPatch *patch);
extern void replaceAllNode(RNode *, RNode *);
extern void replaceAllNodeInv(RNode *neighb, RNode *old);
extern void replaceAllNodeUp(RNode *neighb, RNode *old);
extern void replaceTestNode(RNode *, RNode **, RNode *, int , float *);
extern void free_fastAll(void);
/* radnode.c */
extern void start_fastmalloc(char *str);
extern int setvertexpointersNode(RNode *neighb, RNode *node, int level, float **v1, float **v2);
extern float edlen(float *v1, float *v2);
extern void deleteNodes(RNode *node);
extern void subdivideTriNode(RNode *node, RNode *edge);
extern void subdivideNode(RNode *node, RNode *edge);
extern int comparelevel(RNode *node, RNode *nb, int level);
/* radpreprocess.c */
extern void splitconnected(void);
extern int vergedge(const void *v1,const void *v2);
extern void addedge(float *v1, float *v2, EdSort *es);
extern void setedgepointers(void);
extern void rad_collect_meshes(void);
extern void countelem(RNode *rn);
extern void countglobaldata(void);
extern void addelem(RNode ***el, RNode *rn, RPatch *rp);
extern void makeGlobalElemArray(void);
extern void remakeGlobaldata(void);
extern void splitpatch(RPatch *old);
extern void addpatch(RPatch *old, RNode *rn);
extern void converttopatches(void);
extern void make_elements(void);
extern void subdividelamps(void);
extern void maxsizePatches(void);
extern void subdiv_elements(void);
/* radpostprocess.c */
void addaccu(register char *z, register char *t);
void addaccuweight(register char *z, register char *t, int w);
void triaweight(Face *face, int *w1, int *w2, int *w3);
void init_face_tab(void);
Face *addface(void);
Face *makeface(float *v1, float *v2, float *v3, float *v4, RNode *rn, short hasUV);
void dofaceuv(Face *face, float uvs[8][2], short flag1, short flag2, short flag3, short flag4);
2002-10-12 11:37:38 +00:00
void anchorQuadface(RNode *rn, float *v1, float *v2, float *v3, float *v4, int flag);
void anchorTriface(RNode *rn, float *v1, float *v2, float *v3, int flag);
float *findmiddlevertex(RNode *node, RNode *nb, float *v1, float *v2);
void make_face_tab(void);
void filterFaces(void);
void calcfiltrad(RNode *rn, float *cd);
void filterNodes(void);
void removeEqualNodes(short limit);
void rad_addmesh(void);
void rad_replacemesh(void);
/* raddisplay.c */
extern char calculatecolor(float col);
extern void make_node_display(void);
extern void drawnodeWire(RNode *rn);
extern void drawsingnodeWire(RNode *rn);
extern void drawnodeSolid(RNode *rn);
extern void drawnodeGour(RNode *rn);
extern void drawpatch(RPatch *patch, unsigned int col);
extern void drawfaceGour(Face *face);
extern void drawfaceSolid(Face *face);
extern void drawfaceWire(Face *face);
extern void drawsquare(float *cent, float size, short cox, short coy);
extern void drawlimits(void);
extern void setcolNode(RNode *rn, unsigned int *col);
extern void pseudoAmb(void);
extern void rad_forcedraw(void);
extern void drawpatch_ext(RPatch *patch, unsigned int col);
extern void RAD_drawall(int depth_is_on);
So, for the platform managers to check: - the link order for Blender has changed, the libradiosity.a has to be moved after the librender.a (obviously for a new dependency!). Check blender/source/Makefile - there's a new file: blender/source/radiosity/intern/source/radrender.c Here's what the new code does: Using the core routines of the Radiosity tool, each renderface with 'emit material' and each renderface with 'radio material flag' set will be used to itterate to a global illumination solution. Per face with high energy (emit) little images are rendered (hemicubes) which makes up lookup tables to 'shoot' its energy to other faces. In the end this energy - color - then is directly added to the pixel colors while rendering, Gouraud shaded. Since it's done with renderfaces, it works for all primitives in Blender. What is doesn't do yet: - take into account textured color of faces. Currently it uses the material RGB color for filtering distributed energy. - do some smart pre-subdividing. I don't know yet if this is useful... Right now it means that you'll have to balance the models yourself, to deliver small faces where you want a high accuracy for shadowing. - unified render (is at my todo list) User notes: - per Material you want to have included in radiosity render: set the 'radio' flag. For newly added Materials it is ON by default now. - the Ambient slider in Material controls the amount of radiosity color. - for enabling radiosity rendering, set the F10 "Radio" button. - the Radiosity buttons now only show the relevant radiosity rendering options. Pressing "collect meshes" will show all buttons again. - for meshes, the faces who use Radio material always call the 'autosmooth' routine, this to make sure sharp angles (like corners in a room) do not have shared vertices. For some smooth models (like the raptor example) you might increase the standard smoothing angle from 30 to 45 degree. Technical notes: - I had to expand the renderface and rendervertices for it... shame on me! Faces have one pointer extra, render vertices four floats... - The size of the hemicubes is now based at the boundbox of the entire scene (0.002 of it). This should be more reliable... to be done - I fixed a bug in radiosity render, where sometimes backfaces where lit In general: I'd like everyone to play a bit with this system. It's not easy to get good results with it. A simple "hit and go" isn't there... maybe some good suggestions?
2003-08-31 20:33:46 +00:00
/* radrender.c */
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 Render;
extern void do_radio_render(struct Render *re);
So, for the platform managers to check: - the link order for Blender has changed, the libradiosity.a has to be moved after the librender.a (obviously for a new dependency!). Check blender/source/Makefile - there's a new file: blender/source/radiosity/intern/source/radrender.c Here's what the new code does: Using the core routines of the Radiosity tool, each renderface with 'emit material' and each renderface with 'radio material flag' set will be used to itterate to a global illumination solution. Per face with high energy (emit) little images are rendered (hemicubes) which makes up lookup tables to 'shoot' its energy to other faces. In the end this energy - color - then is directly added to the pixel colors while rendering, Gouraud shaded. Since it's done with renderfaces, it works for all primitives in Blender. What is doesn't do yet: - take into account textured color of faces. Currently it uses the material RGB color for filtering distributed energy. - do some smart pre-subdividing. I don't know yet if this is useful... Right now it means that you'll have to balance the models yourself, to deliver small faces where you want a high accuracy for shadowing. - unified render (is at my todo list) User notes: - per Material you want to have included in radiosity render: set the 'radio' flag. For newly added Materials it is ON by default now. - the Ambient slider in Material controls the amount of radiosity color. - for enabling radiosity rendering, set the F10 "Radio" button. - the Radiosity buttons now only show the relevant radiosity rendering options. Pressing "collect meshes" will show all buttons again. - for meshes, the faces who use Radio material always call the 'autosmooth' routine, this to make sure sharp angles (like corners in a room) do not have shared vertices. For some smooth models (like the raptor example) you might increase the standard smoothing angle from 30 to 45 degree. Technical notes: - I had to expand the renderface and rendervertices for it... shame on me! Faces have one pointer extra, render vertices four floats... - The size of the hemicubes is now based at the boundbox of the entire scene (0.002 of it). This should be more reliable... to be done - I fixed a bug in radiosity render, where sometimes backfaces where lit In general: I'd like everyone to play a bit with this system. It's not easy to get good results with it. A simple "hit and go" isn't there... maybe some good suggestions?
2003-08-31 20:33:46 +00:00
void end_radio_render(void);
2002-10-12 11:37:38 +00:00
#endif /* RADIO_H */