Commit Graph

3806 Commits

Author SHA1 Message Date
70a4ead0ae SCons updates
* Blender static now links. By default this option is disabled on all
  platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
  - HOST_CC.    This is the C compiler for the host platform. This value is the
                same as TARGET_CC when not cross compiling.
  - HOST_CXX.   This is the C++ compiler for the host platform. This value is
                the same as TARGET_CXX when not cross compiling.
  - TARGET_CC.  This is the C compiler for the target platform.
  - TARGET_CXX. This is the C++ compiler for the target platform.
  - TARGET_AR.  This is the linker command for linking libraries.
  - PATH        This is the standard search path
  All SConscript files have been updated to reflect these changes. Now it's
  possible to change only the root SConstruct file, and all compiler specific
  variables are passed automatically to all SConscript files. Of course, this
  does not apply to makesdna because there the host and target platform is
  different from all other libraries.
  To pass a variable that applies to all platforms, all we now have to do is
  set the correct value in library_env


Note: as usual, to get the latest options in the config.opts file, first
      remove your version.
2004-02-29 21:40:48 +00:00
9330e553e8 SCons updates
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
  This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
  source/gameengine/SConscript.
  All libraries are now sorted alphabetically. This has no impact on the build
  process.
2004-02-15 19:25:32 +00:00
a1c7a5b043 - removed error() call from initrender, for when no backbuf found.
this function needs the UI active, doesnt work with renderwindow.
2004-01-30 18:07:26 +00:00
56926b00ac - fix after testing with regression files; the boundary on a sphere, on the
edge where shaded is unshaded, the shadow routine didn't work correctly.
  Had to put back an old dot-product check to fix.
2004-01-29 22:28:04 +00:00
162d5cdc91 fix for bug #933, specularity was clipped too soon, especially evident
when using low spec hardness value (1 or 2).
2004-01-29 17:33:38 +00:00
c225bf1240 On request of broken, monkeyboi and others the rendering engine menu is back again.
The menu button was also moved to the render panel, this required some changes to the placement of the other buttons.
I hope this is no problem...
2004-01-27 05:46:12 +00:00
7021c88b4d - Port fix for Backbuffer/Optimize hang (caused by short pointer hack)
from tuhopuu.
2004-01-25 16:25:55 +00:00
9c6662e4e0 - when not F10->"Ray" option is set, materials with "Ray Transp" will
render solid now (no alpha).
- This gives nicer previews, but also makes envmaps look better, since
  environment maps are rendered without raytracing
- I decided not to raytrace envmaps mainly because of speed... if you use
  environment maps you want something quick... otherwise just use ray_mir
  material here!
2004-01-23 22:33:33 +00:00
f844d011a2 - added clipping value for spothalo rendering. Unified render doesn't like
alpha>1.0, the 'threshold' calculation in vanillaRenderPipe.c then works
  wrong... not sure if this should be fixed there.
- for now, the spothalo render function itself clips.
- again; thanks to horrible intrr test scene! :P
2004-01-22 12:14:21 +00:00
acdcc29990 - fix for specularity calculus. Because of new area lamps and new ray-shadow
some tests where moved around, causing specularity being calculared when
  light actually shines behind a face.
  Thanks inttr for the (horrible!) test scene that showed it. :)
2004-01-22 11:15:28 +00:00
0a25a54569 - fix for bug #903
this was an error as reported more, with horizontal lines in raytraced
  renderings. It appeared to be an Osa struct being not reset to zero
  for normals... only happens when using bumpmapping.
2004-01-21 20:52:31 +00:00
ede644969b - Made dispfact for new mtex default to 0.2.
- Fine tunes scaleing of Nor channel to better match intensity chan.
	- removed last debug printf.
2004-01-18 17:17:44 +00:00
cfe180805b - ray shadow now also does the options:
- Lamp only shadow (use 'energy' to control amount that gets subtracted)
  - Material only shadow (remember, is an alpha trick)
- demo files for this have been included in testing suite, will be
  upgraded soon.
2004-01-17 16:01:51 +00:00
dab319cfe1 - updated stringlenght for animated texture images in Texture. It used
only the define FILE_MAXFILE, which should be added with FILE_MAXDIR.
- one day these defines should be made more clear, uh!
2004-01-17 13:54:21 +00:00
52e5a15bab - Separates displace from Var slider. Added Disp Slider to
control how the intensity channel affects displacement.  Nor
	  slider still controls how Nor channel affects displacement.

	- Scaled Nor displacement to make Nor slider more usable.

	- Removed Data scale from displacement routines.  Made
	  sliders unusable for objects scaled in editmode.  Displacement
	  now relative to unit sized object.  Displace still tracks
	  with object scale, so scale out of editmode if you want a
	  large object with deep displacement.
2004-01-15 04:06:24 +00:00
5190faf513 - fix for speedup raytracing, which gave errors in very simple scenes
(1 lamp, shadow). The 'coherence' check gets reset now for each new
  pixel rendered, which remains efficient for oversampling.
- small cleanups in code, prototype added, less globals.
2004-01-14 20:13:41 +00:00
3e84e66078 fix for tracker report on crashing border render in unified render.
it is related to the fix for 2.31, wich disabled hackish feature of
 inserting the previous render outside border. i forgot the unified has
 this code entirely duplicated, something to get rid of one day...
2004-01-14 14:30:59 +00:00
0d6533a48f fix for bug that caused transparant shadow change how a texture
rendered itself. this happened when transparent shadow ray hit a face
 with same material as where ray started.

 is this understandable? i guess not! :P
 the actual fix is just a few lines, to store material locally before
 going to trace transp shadow.
2004-01-13 22:49:11 +00:00
fac8a7027d - fix for cubemap, rendered without render face available.
currently only for preview render and displaylist. It then uses the
  provided texture coordinate itself...
  Solution is not perfect... disadvantage of not having globals! then
  you have to fix all mess! :)
2004-01-11 22:15:24 +00:00
63f1e17fe5 - tex->nor was not reset to zero for lamp texture. this caused weird thing
to happen when you use lamp textures with material textures.
  Bug provided by aphex, thanks!
2004-01-11 20:58:12 +00:00
bbe7d8d08e - Better fake for displace preview. 2004-01-11 00:39:17 +00:00
3406d3a939 - Displacement now allows use of either Var or Nor slider. Nor uses
texture's Nor channel, Var uses intensity channel.
2004-01-10 23:00:52 +00:00
b5071f367d Improved method to calculate normals for procedural textures such as
Marble, wood, clouds. Instead of the retarded (but faster :) old method
it now derives the normal based on displacement of a 'nabla' vector;
sampling the texture additionally with three little offsets in x, y and z.

Code provided by Eeshlo, and gratefully accepted!
2004-01-10 12:41:47 +00:00
aba8ca4440 From Eeshlo: fixed bug with dupliverted lamps not exporting. Also now it
skips envmaps, octree and radiosity when yafray is enabled.
2004-01-09 08:31:23 +00:00
71597eb061 - Corrected scale factor to be independant of object
rotation.  (Still not right, but better).
2004-01-08 14:19:25 +00:00
f0821decff Left over work from localizing renderdata!
- when quads get split before render, the vertexcolors and texture face
  (UV) info has to be corrected as well. This happens runtime during
  render, no new data is created. The code was in previous versions, but
  with raytrace and other new features it needed a rewrite
- this now also should work for the new smart split code from robert!
2004-01-07 21:44:09 +00:00
f2f514d1d4 Fix for cube map error subsurf.
- cubemap relied on pointer to MFace, which is only available for Mesh
  when directly converted to renderfaces.
  It then checked the 'puno' flag where also bits were set to indicate
  the optimal projection for a face (XY, XZ or YZ).
- I found out the renderface also has a puno flag, so the mface pointer
  in a renderface is redundant. Is removed now
- added code in texture cubemap call, which checks on a projection flag
  in 'puno'. If not set, it uses the orco's to calculate one.
- this means, that cubemap now also works for other objects than meshes,
  provided they have an orco block while render.
- if no orco block available, it uses the 'global' projection to find which
  of the cube sides map.

I couldnt find other errors with subsurf & orco though...
2004-01-07 20:29:21 +00:00
d54699bb45 - Added UV mapping to displacement. 2004-01-07 14:31:58 +00:00
e4d0d9cc44 - decided to use a new variable for the new exposure option, instead of
re-using old one. New one = 'exp'.
- at first I used the old 'exposure' value, and just mapped it to 0. this
  causes a problem with upward compatibility, old blenders then render a
  black picture. is too confusing!
- warning; exposure values saved with commit of last week will get lost.
2004-01-06 20:25:50 +00:00
deafae4286 - displacement 'map to' channel now has three values, to allow to negate
the effect as well.
2004-01-05 23:33:22 +00:00
cea53c6473 - previewrender with mapping type "Cube" didnt show correctly.
added fake 'face normal' for this case
2004-01-05 21:18:47 +00:00
1170f5f6ed Displacement map
- changed code to make use of actual textures, not the hackish
  'externtex', which is only for tools
- added a 'displacement' vector in ShadeInput, and moved calculation of
  displacement vector to texture.c itself. So it works with stencil, but
  also for options as 'add', 'mult' and 'sub'.
- for RGB textures it uses the brightness value of color for displace
- for stucci, and plugin textures returning a normal, it uses that

- Also: wrote call in end of preparing renderfaces, to split non-flat
  quad faces in triangles. gives a lot fewer errors in displace textures,
  but also raytracing irregular subsurfs goes better now.

- texture mapping that works for displace: orco, sticky, global, obj, normal.
  UV not yet. Reflection-displace? uhh! :)
2004-01-05 20:25:07 +00:00
a017282b62 Tweaks to get yafray stuff working with Makefiles
Kent
2004-01-05 17:42:07 +00:00
3cf499e044 update scons files to build with yafray support 2004-01-05 15:33:32 +00:00
092c6fd1bb Yafray export code moved to source/blender/yafray to keep blender/src pure C
code. Now all the cpp code is in intern under yafray and the api include
file is just plain C

Also changed old include in initrender.c and updated Makefiles.am and configure.ac
so the new dirs are taken into account.
2004-01-05 14:53:56 +00:00
22bfc207f3 -First port of Displacement mapping from tuhopuu. Image textures not working
yet (R.vn and R.vlr no longer exist, and were needed to get the image mapped
right).  Works esp. well with Subsurfs. Sensitive to vertex normal issues
in Simple and Mesh modes.

-Also porting Simple Subdivide.  Subdivides mesh at rendertime w/o changing
shape, for smooth displace and Radiosity.

-Removed an unused var from KnifeSubdivide.
2004-01-05 08:44:49 +00:00
57a7dfe5a5 - Revert to NaN makefiles 2004-01-05 00:06:11 +00:00
eff07b8329 Basic initial yafray integration by Eeshlo.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.

We added a panel in render space to adjust some yafray settings (GI and so)

Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.

Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)

We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.

So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
2004-01-04 22:10:36 +00:00
dbce416607 - oren nayar call didnt return float value... but still worked on my
system, and gcc refuses to see it as warning. weirdos!
  this caused previewrender to show black for oren nayar.
2004-01-04 21:32:50 +00:00
d3e1fc8870 SCons build system files added.
You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
  - options for quicktime, openal and international disabled
  - uses the system libs and include files for building - no option to build
    with the precompiled libraries yet.
* Windows (jesterKing)
  - builds with quicktime (optional)
  - builds with openal (optional)
  - builds with international support (optional)
  - Use the DOS box to build
  - builds with precompiled libraries
* Irix (Hos)
  - Uses default Irix compiler
  - Not all optimization levels correct yet
  - options for quicktime, openal and international disabled
  - builds with precompiled libraries
* Cygwin (me)
  - has a problem in the linking stage
  - uses free build tools (gcc)
  - options for quicktime, openal and international disabled
  - uses the system libs and include files for building - no option to build
    with the precompiled libraries yet.
* MacOS (sgefant)
  - builds with quicktime (optional)
  - options for openal and international disabled
  - builds a nice bundle
  - builds with precompiled libraries

Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
      optional parts are only to be enabled by directly setting 'true' or
      'false' in the SConstruct file. This needs to be moved to a user config
      file. Also, the .o/.obj files are stored in the source tree. This needs
      to be fixed as well.
      The game engine is not yet built.
2004-01-04 21:11:59 +00:00
03fe244b58 - changed calculus for area light to use double precision. Using float
already gave noise with area size of 0.1.
  Limited buttons to minimum value of 0.01 for area light. For people
  who want smaller they can scale it down in 3d, effectively reducing
  the energy then as well.
2004-01-04 13:27:18 +00:00
d8b21b01c3 Added improved exposure calculation
- based at 1.0-exp(-color) trick in Yafray. But to guarantee backwards
  compatibility, and some more control, Stefano Selleri hacked a useful
  formula for it.
- We now have 2 values to set:
  - "exp": the exponential correction value (0-1)
  - "range": the light range that maps on color 1.0 (0-5)
- Using exp(x) (is e^x) we can much better prevent overflows from render,
  which are currently hard-clipped in Blender. Setting a small 'exp' value
  wil efficiently smooth out high energy and map that back to a color for
  display.
- total formula:
  newcol= linfac*(1.0-exp(col*logfac))
    col, newcol are colors
  linfac= 1.0 + 1.0/((2.0*wrld.exp +0.5)^10)
  logfac= log( (linfac-1.0)/linfac )/wrld.range
    wrld.exp and wrld.range are the button values
- default setting: exp=0.0 and range=1.0 give results extremely close to
  previous rendering.
- graph: http://www.selleri.org/Blender/buffer/Image1.png  for 'exp' setting
  ranging from 0-1, and with 'range'=2

Thanks Stefano for the help!
2003-12-30 18:03:37 +00:00
7d7fd069fc - fix for area light versus oren-nayer shading.
oren-nayer was of course of not built for area-lights... so probably
  Cessen will kill me for this hack. Nice challenge for him to come with
  better solution. Visually it works & looks fine.
2003-12-30 00:04:22 +00:00
cf9ce09074 - forgot to clip negative values coming from arealight formula.
- excluded 'dist' factor calculus from arealamps, which caused too much
  distance sensitivity
2003-12-29 21:32:03 +00:00
5004432333 - fixed crashing texture plugin, caused by not checking the tex->nor
pointer.
  Now variables are localized, this is not always set anymore.
2003-12-29 20:05:15 +00:00
3ce1dc9065 Area lights and more...
- New lamp type added "Area". This uses the radiosity formula (Stoke) to
  calculate the amount of energy which is received from a plane. Result
  is very nice local light, which nicely spreads out.
- Area lamps have a 'gamma' option to control the light spread
- Area lamp builtin sizes: square, rect, cube & box. Only first 2 are
  implemented. Set a type, and define area size
- Button area size won't affect the amount of energy. But scaling the lamp
  in 3d window will do. This is to cover the case when you scale an entire
  scene, the light then will remain identical
  If you just want to change area lamp size, use buttons when you dont want
  to make the scene too bright or too dark
- Since area lights realistically are sensitive for distance (quadratic), the
  effect it has is quickly too much, or too less. For this the "Dist" value
  in Lamp can be used. Set it at Dist=10 to have reasonable light on distance
  10 Blender units (assumed you didnt scale lamp object).
- I tried square sized specularity, but this looked totally weird. Not
  committed
- Plan is to extend area light with 3d dimensions, boxes and cubes.
- Note that area light is one-sided, towards negative Z. I need to design
  a nice drawing method for it.

Area Shadow

- Since there are a lot of variables associated with soft shadow, they now
  only are available for Area lights. Allowing spot & normal lamp to have
  soft shadow is possible though, but will require a reorganisation of the
  Lamp buttons. Is a point of research & feedback still.
- Apart from area size, you now can individually set amount of samples in
  X and Y direction (for area lamp type 'Rect'). For box type area lamp,
  this will become 3 dimensions
- Area shadows have four options:
  "Clip circle" : only uses a circular shape of samples, gives smoother
  results
  "Dither" : use a 2x2 dither mask
  "Jitter" : applys a pseudo-random offset to samples
  "Umbra" : extra emphasis on area that's fully in shadow.

Raytrace speedup

- improved filling in faces in Octree. Large faces occupied too many nodes
- added a coherence check; rays fired sequentially that begin and end in
  same octree nodes, and that don't intersect, are quickly rejected
- rendering shadow scenes benefits from this 20-40%. My statue test monkey
  file now renders in 19 seconds (was 30).

Plus:

- adjusted specular max to 511, and made sure Blinn spec has again this
  incredible small spec size
- for UI rounded theme: the color "button" displayed RGB color too dark
- fixed countall() function, to also include Subsurf totals
- removed setting the 'near' clipping for pressing dot-key numpad
- when you press the buttons-window icon for 'Shading Context' the context
  automaticilly switches as with F5 hotkey

Please be warned that this is not a release... settings in files might not
work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
da0e131b16 - improved filling in faces in octree, resulting in less nodes and
branches. Especially larger faces give result. Rendering times go down
  with an average of 10%. My reference testfile went down from 30.4 to
  27.9 seconds.
2003-12-24 19:05:38 +00:00
b3911687ee - only cosmetic stuff; result of going over the output of mipspro cc
compile round. Wrong prototypes, unused variables, zealot const usage,
  and in action.c fixed insane & unreadable function call syntax.
2003-12-24 11:44:57 +00:00
8fbff1a3b7 - Fresnel V4.0
Based on feedback (thnx phase!) I found a big disadvantage of the 'real'
fresnel formula. It doesnt degrade to 0.0, causing 2-3 times too many
rays being fired compared to the previous one. So; a lot slower.

Now committed is a hybrid which allows (close to) real, and nice artistic
freedom, *and* it really goes to 0.0 and 1.0, assisting nicely in optimal
render times.
A real doc how it works (with pics) will be made before real release.

- Fixed bug in raytrace: the first renderpass didn't use fresnel for mirror.
- Fixed bug in previewrender, now it closer matches how fresnel renders
2003-12-23 22:31:48 +00:00
454166026a - another fresnel improvement. :)
At last irc meeting, eeshlo pointed to an error in the code. It didn't
  use the IOR value correctly. This has been solved. So how it works now:
  - the IOR button value influences (very subtle) the fresnel effect.
    Only for realism diehards.
  - the Fresnel value (slider) now denotes the power in the function
    rf + (1-rf) * (1-c)^5
    where rf= rf = ((ior-1)/(ior+1))^2
    and c the dot-product ray/normal.
  - so, set the slider at '5' and you have real fresnel. Lower values
    for interesting artistic effects.

- put back the forgotten code for gaussian corrected sampling during
  antialising render. Normally, each sub-pixel sample in Blender counts
  equally, and together make up the pixel color.
  With 'Gauss' option set (F10 menu) each sub-pixel sample creates a small
  weighted mask with variable size, which (can) affect neighbouring pixels
  as well. The result is smoother edges, less sensitive for gamma, and
  well suited to reduce motion-aliasing (when things move extreme slow).
  This is result of *long* period of research in NeoGeo days, and based on
  every scientific sampling/reconstructing theory we could find. Plus a
  little bit of our selves. :)

- I should write once how blender constructs Jitter tables for sub-sampling.
  this is a very nice method, and superior to normal block filter or random
  jittering... time!
2003-12-22 22:27:51 +00:00