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blender-archive/source/blender/render/intern/initrender.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 render
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*/
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/* Global includes */
#include <math.h>
#include <stdio.h>
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#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_ghash.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
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#include "DNA_camera_types.h"
#include "BKE_camera.h"
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/* this module */
#include "pipeline.h"
#include "render_types.h"
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/* ****************** MASKS and LUTS **************** */
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static float filt_quadratic(float x)
{
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if (x < 0.0f) {
x = -x;
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}
if (x < 0.5f) {
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return 0.75f - (x * x);
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}
if (x < 1.5f) {
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return 0.50f * (x - 1.5f) * (x - 1.5f);
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}
return 0.0f;
}
static float filt_cubic(float x)
{
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float x2 = x * x;
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if (x < 0.0f) {
x = -x;
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}
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if (x < 1.0f) {
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return 0.5f * x * x2 - x2 + 2.0f / 3.0f;
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}
if (x < 2.0f) {
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return (2.0f - x) * (2.0f - x) * (2.0f - x) / 6.0f;
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}
return 0.0f;
}
static float filt_catrom(float x)
{
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float x2 = x * x;
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if (x < 0.0f) {
x = -x;
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}
if (x < 1.0f) {
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return 1.5f * x2 * x - 2.5f * x2 + 1.0f;
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}
if (x < 2.0f) {
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return -0.5f * x2 * x + 2.5f * x2 - 4.0f * x + 2.0f;
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}
return 0.0f;
}
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static float filt_mitchell(float x) /* Mitchell & Netravali's two-param cubic */
{
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float b = 1.0f / 3.0f, c = 1.0f / 3.0f;
float p0 = (6.0f - 2.0f * b) / 6.0f;
float p2 = (-18.0f + 12.0f * b + 6.0f * c) / 6.0f;
float p3 = (12.0f - 9.0f * b - 6.0f * c) / 6.0f;
float q0 = (8.0f * b + 24.0f * c) / 6.0f;
float q1 = (-12.0f * b - 48.0f * c) / 6.0f;
float q2 = (6.0f * b + 30.0f * c) / 6.0f;
float q3 = (-b - 6.0f * c) / 6.0f;
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if (x < -2.0f) {
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return 0.0f;
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}
if (x < -1.0f) {
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return (q0 - x * (q1 - x * (q2 - x * q3)));
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}
if (x < 0.0f) {
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return (p0 + x * x * (p2 - x * p3));
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}
if (x < 1.0f) {
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return (p0 + x * x * (p2 + x * p3));
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}
if (x < 2.0f) {
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return (q0 + x * (q1 + x * (q2 + x * q3)));
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}
return 0.0f;
}
float RE_filter_value(int type, float x)
{
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float gaussfac = 1.6f;
x = fabsf(x);
switch (type) {
case R_FILTER_BOX:
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if (x > 1.0f) {
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return 0.0f;
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}
return 1.0f;
case R_FILTER_TENT:
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if (x > 1.0f) {
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return 0.0f;
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}
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return 1.0f - x;
case R_FILTER_GAUSS: {
const float two_gaussfac2 = 2.0f * gaussfac * gaussfac;
x *= 3.0f * gaussfac;
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return 1.0f / sqrtf((float)M_PI * two_gaussfac2) * expf(-x * x / two_gaussfac2);
}
case R_FILTER_MITCH:
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return filt_mitchell(x * gaussfac);
case R_FILTER_QUAD:
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return filt_quadratic(x * gaussfac);
case R_FILTER_CUBIC:
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return filt_cubic(x * gaussfac);
case R_FILTER_CATROM:
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return filt_catrom(x * gaussfac);
}
return 0.0f;
}
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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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
struct Object *RE_GetCamera(Render *re)
{
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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Object *camera = re->camera_override ? re->camera_override : re->scene->camera;
return BKE_camera_multiview_render(re->scene, camera, re->viewname);
}
void RE_SetOverrideCamera(Render *re, Object *cam_ob)
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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{
re->camera_override = cam_ob;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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}
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void RE_SetCamera(Render *re, const Object *cam_ob)
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
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{
CameraParams params;
/* setup parameters */
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BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, cam_ob);
BKE_camera_multiview_params(&re->r, &params, cam_ob, re->viewname);
/* Compute matrix, view-plane, etc. */
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BKE_camera_params_compute_viewplane(&params, re->winx, re->winy, re->r.xasp, re->r.yasp);
BKE_camera_params_compute_matrix(&params);
/* extract results */
copy_m4_m4(re->winmat, params.winmat);
re->clip_start = params.clip_start;
re->clip_end = params.clip_end;
re->viewplane = params.viewplane;
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}
void RE_GetCameraWindow(struct Render *re, const struct Object *camera, float r_winmat[4][4])
{
RE_SetCamera(re, camera);
copy_m4_m4(r_winmat, re->winmat);
}
void RE_GetCameraWindowWithOverscan(const struct Render *re, float overscan, float r_winmat[4][4])
{
CameraParams params;
params.is_ortho = re->winmat[3][3] != 0.0f;
params.clip_start = re->clip_start;
params.clip_end = re->clip_end;
params.viewplane = re->viewplane;
overscan *= max_ff(BLI_rctf_size_x(&params.viewplane), BLI_rctf_size_y(&params.viewplane));
params.viewplane.xmin -= overscan;
params.viewplane.xmax += overscan;
params.viewplane.ymin -= overscan;
params.viewplane.ymax += overscan;
BKE_camera_params_compute_matrix(&params);
copy_m4_m4(r_winmat, params.winmat);
}
void RE_GetCameraModelMatrix(const Render *re, const struct Object *camera, float r_modelmat[4][4])
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
{
BKE_camera_multiview_model_matrix(&re->r, camera, re->viewname, r_modelmat);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
void RE_GetViewPlane(Render *re, rctf *r_viewplane, rcti *r_disprect)
{
*r_viewplane = re->viewplane;
/* make disprect zero when no border render, is needed to detect changes in 3d view render */
if (re->r.mode & R_BORDER) {
*r_disprect = re->disprect;
}
else {
BLI_rcti_init(r_disprect, 0, 0, 0, 0);
}
}