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blender-archive/source/blender/render/intern/source/envmap.c
Matt Ebb 06e6011ae9 Restored Compositor 're-render single layer' functionality (buttons on renderlayer comp nodes).
This works with operator properties - if you pass the name of a scene and renderlayer to 
the screen.render operator, it will render that layer as a single layer re-render.
2010-01-06 00:09:07 +00:00

751 lines
18 KiB
C

/*
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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.
*
* Contributors: 2004/2005/2006 Blender Foundation, full recode
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
/* external modules: */
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h" /* for rectcpy */
#include "DNA_group_types.h"
#include "DNA_image_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_image.h" // BKE_write_ibuf
#include "BKE_texture.h"
#include "BKE_utildefines.h"
/* this module */
#include "render_types.h"
#include "renderpipeline.h"
#include "envmap.h"
#include "rendercore.h"
#include "renderdatabase.h"
#include "texture.h"
#include "zbuf.h"
#include "initrender.h"
/* ------------------------------------------------------------------------- */
static void envmap_split_ima(EnvMap *env, ImBuf *ibuf)
{
int dx, part;
BKE_free_envmapdata(env);
dx= ibuf->y;
dx/= 2;
if(3*dx != ibuf->x) {
printf("Incorrect envmap size\n");
env->ok= 0;
env->ima->ok= 0;
}
else {
for(part=0; part<6; part++) {
env->cube[part]= IMB_allocImBuf(dx, dx, 24, IB_rect, 0);
}
IMB_rectcpy(env->cube[0], ibuf,
0, 0, 0, 0, dx, dx);
IMB_rectcpy(env->cube[1], ibuf,
0, 0, dx, 0, dx, dx);
IMB_rectcpy(env->cube[2], ibuf,
0, 0, 2*dx, 0, dx, dx);
IMB_rectcpy(env->cube[3], ibuf,
0, 0, 0, dx, dx, dx);
IMB_rectcpy(env->cube[4], ibuf,
0, 0, dx, dx, dx, dx);
IMB_rectcpy(env->cube[5], ibuf,
0, 0, 2*dx, dx, dx, dx);
env->ok= ENV_OSA;
}
}
/* ------------------------------------------------------------------------- */
/* ****************** RENDER ********************** */
/* copy current render */
static Render *envmap_render_copy(Render *re, EnvMap *env)
{
Render *envre;
int cuberes;
envre= RE_NewRender("Envmap");
env->lastsize= re->r.size;
cuberes = (env->cuberes * re->r.size) / 100;
cuberes &= 0xFFFC;
/* this flag has R_ZTRA in it for example */
envre->flag= re->flag;
/* set up renderdata */
envre->r= re->r;
envre->r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR);
envre->r.layers.first= envre->r.layers.last= NULL;
envre->r.filtertype= 0;
envre->r.xparts= envre->r.yparts= 2;
envre->r.bufflag= 0;
envre->r.size= 100;
envre->r.yasp= envre->r.xasp= 1;
RE_InitState(envre, NULL, &envre->r, NULL, cuberes, cuberes, NULL);
envre->scene= re->scene; /* unsure about this... */
/* view stuff in env render */
envre->lens= 16.0f;
if(env->type==ENV_PLANE)
envre->lens*= env->viewscale;
envre->ycor= 1.0f;
envre->clipsta= env->clipsta; /* render_scene_set_window() respects this for now */
envre->clipend= env->clipend;
RE_SetCamera(envre, env->object);
/* callbacks */
envre->display_draw= re->display_draw;
envre->ddh= re->ddh;
envre->test_break= re->test_break;
envre->tbh= re->tbh;
/* and for the evil stuff; copy the database... */
envre->totvlak= re->totvlak;
envre->totvert= re->totvert;
envre->tothalo= re->tothalo;
envre->totstrand= re->totstrand;
envre->totlamp= re->totlamp;
envre->sortedhalos= re->sortedhalos;
envre->lights= re->lights;
envre->objecttable= re->objecttable;
envre->customdata_names= re->customdata_names;
envre->raytree= re->raytree;
envre->totinstance= re->totinstance;
envre->instancetable= re->instancetable;
envre->objectinstance= re->objectinstance;
envre->qmcsamplers= re->qmcsamplers;
return envre;
}
static void envmap_free_render_copy(Render *envre)
{
envre->totvlak= 0;
envre->totvert= 0;
envre->tothalo= 0;
envre->totstrand= 0;
envre->totlamp= 0;
envre->totinstance= 0;
envre->sortedhalos= NULL;
envre->lights.first= envre->lights.last= NULL;
envre->objecttable.first= envre->objecttable.last= NULL;
envre->customdata_names.first= envre->customdata_names.last= NULL;
envre->raytree= NULL;
envre->instancetable.first= envre->instancetable.last= NULL;
envre->objectinstance= NULL;
envre->qmcsamplers= NULL;
RE_FreeRender(envre);
}
/* ------------------------------------------------------------------------- */
static void envmap_transmatrix(float mat[][4], int part)
{
float tmat[4][4], eul[3], rotmat[4][4];
eul[0]= eul[1]= eul[2]= 0.0;
if(part==0) { /* neg z */
;
} else if(part==1) { /* pos z */
eul[0]= M_PI;
} else if(part==2) { /* pos y */
eul[0]= M_PI/2.0;
} else if(part==3) { /* neg x */
eul[0]= M_PI/2.0;
eul[2]= M_PI/2.0;
} else if(part==4) { /* neg y */
eul[0]= M_PI/2.0;
eul[2]= M_PI;
} else { /* pos x */
eul[0]= M_PI/2.0;
eul[2]= -M_PI/2.0;
}
copy_m4_m4(tmat, mat);
eul_to_mat4( rotmat,eul);
mul_serie_m4(mat, tmat, rotmat,
0, 0, 0,
0, 0, 0);
}
/* ------------------------------------------------------------------------- */
static void env_rotate_scene(Render *re, float mat[][4], int mode)
{
GroupObject *go;
ObjectRen *obr;
ObjectInstanceRen *obi;
LampRen *lar = NULL;
HaloRen *har = NULL;
float imat[3][3], pmat[4][4], smat[4][4], tmat[4][4], cmat[3][3], tmpmat[4][4];
int a;
if(mode==0) {
invert_m4_m4(tmat, mat);
copy_m3_m4(imat, tmat);
}
else {
copy_m4_m4(tmat, mat);
copy_m3_m4(imat, mat);
}
for(obi=re->instancetable.first; obi; obi=obi->next) {
/* append or set matrix depending on dupli */
if(obi->flag & R_DUPLI_TRANSFORMED) {
copy_m4_m4(tmpmat, obi->mat);
mul_m4_m4m4(obi->mat, tmpmat, tmat);
}
else if(mode==1)
copy_m4_m4(obi->mat, tmat);
else
unit_m4(obi->mat);
copy_m3_m4(cmat, obi->mat);
invert_m3_m3(obi->nmat, cmat);
transpose_m3(obi->nmat);
/* indicate the renderer has to use transform matrices */
if(mode==0)
obi->flag &= ~R_ENV_TRANSFORMED;
else
obi->flag |= R_ENV_TRANSFORMED;
}
for(obr=re->objecttable.first; obr; obr=obr->next) {
for(a=0; a<obr->tothalo; a++) {
if((a & 255)==0) har= obr->bloha[a>>8];
else har++;
mul_m4_v3(tmat, har->co);
}
}
for(go=re->lights.first; go; go= go->next) {
lar= go->lampren;
/* removed here some horrible code of someone in NaN who tried to fix
prototypes... just solved by introducing a correct cmat[3][3] instead
of using smat. this works, check square spots in reflections (ton) */
copy_m3_m3(cmat, lar->imat);
mul_m3_m3m3(lar->imat, cmat, imat);
mul_m3_v3(imat, lar->vec);
mul_m4_v3(tmat, lar->co);
lar->sh_invcampos[0]= -lar->co[0];
lar->sh_invcampos[1]= -lar->co[1];
lar->sh_invcampos[2]= -lar->co[2];
mul_m3_v3(lar->imat, lar->sh_invcampos);
lar->sh_invcampos[2]*= lar->sh_zfac;
if(lar->shb) {
if(mode==1) {
invert_m4_m4(pmat, mat);
mul_m4_m4m4(smat, pmat, lar->shb->viewmat);
mul_m4_m4m4(lar->shb->persmat, smat, lar->shb->winmat);
}
else mul_m4_m4m4(lar->shb->persmat, lar->shb->viewmat, lar->shb->winmat);
}
}
}
/* ------------------------------------------------------------------------- */
static void env_layerflags(Render *re, unsigned int notlay)
{
ObjectRen *obr;
VlakRen *vlr = NULL;
int a;
/* invert notlay, so if face is in multiple layers it will still be visible,
unless all 'notlay' bits match the face bits.
face: 0110
not: 0100
~not: 1011
now (face & ~not) is true
*/
notlay= ~notlay;
for(obr=re->objecttable.first; obr; obr=obr->next) {
if((obr->lay & notlay)==0) {
for(a=0; a<obr->totvlak; a++) {
if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
else vlr++;
vlr->flag |= R_HIDDEN;
}
}
}
}
static void env_hideobject(Render *re, Object *ob)
{
ObjectRen *obr;
VlakRen *vlr = NULL;
int a;
for(obr=re->objecttable.first; obr; obr=obr->next) {
for(a=0; a<obr->totvlak; a++) {
if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
else vlr++;
if(obr->ob == ob)
vlr->flag |= R_HIDDEN;
}
}
}
static void env_showobjects(Render *re)
{
ObjectRen *obr;
VlakRen *vlr = NULL;
int a;
for(obr=re->objecttable.first; obr; obr=obr->next) {
for(a=0; a<obr->totvlak; a++) {
if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
else vlr++;
vlr->flag &= ~R_HIDDEN;
}
}
}
/* ------------------------------------------------------------------------- */
static void env_set_imats(Render *re)
{
Base *base;
float mat[4][4];
base= re->scene->base.first;
while(base) {
mul_m4_m4m4(mat, base->object->obmat, re->viewmat);
invert_m4_m4(base->object->imat, mat);
base= base->next;
}
}
/* ------------------------------------------------------------------------- */
static void render_envmap(Render *re, EnvMap *env)
{
/* only the cubemap and planar map is implemented */
Render *envre;
ImBuf *ibuf;
float orthmat[4][4];
float oldviewinv[4][4], mat[4][4], tmat[4][4];
short part;
/* need a recalc: ortho-render has no correct viewinv */
invert_m4_m4(oldviewinv, re->viewmat);
envre= envmap_render_copy(re, env);
/* precalc orthmat for object */
copy_m4_m4(orthmat, env->object->obmat);
normalize_m4(orthmat);
/* need imat later for texture imat */
mul_m4_m4m4(mat, orthmat, re->viewmat);
invert_m4_m4(tmat, mat);
copy_m3_m4(env->obimat, tmat);
for(part=0; part<6; part++) {
if(env->type==ENV_PLANE && part!=1)
continue;
re->display_clear(re->dch, envre->result);
copy_m4_m4(tmat, orthmat);
envmap_transmatrix(tmat, part);
invert_m4_m4(mat, tmat);
/* mat now is the camera 'viewmat' */
copy_m4_m4(envre->viewmat, mat);
copy_m4_m4(envre->viewinv, tmat);
/* we have to correct for the already rotated vertexcoords */
mul_m4_m4m4(tmat, oldviewinv, envre->viewmat);
invert_m4_m4(env->imat, tmat);
env_rotate_scene(envre, tmat, 1);
init_render_world(envre);
project_renderdata(envre, projectverto, 0, 0, 1);
env_layerflags(envre, env->notlay);
env_hideobject(envre, env->object);
env_set_imats(envre);
if(re->test_break(re->tbh)==0) {
RE_TileProcessor(envre, 0, 0);
}
/* rotate back */
env_showobjects(envre);
env_rotate_scene(envre, tmat, 0);
if(re->test_break(re->tbh)==0) {
RenderLayer *rl= envre->result->layers.first;
int y;
char *alpha;
ibuf= IMB_allocImBuf(envre->rectx, envre->recty, 24, IB_rect, 0);
ibuf->rect_float= rl->rectf;
IMB_rect_from_float(ibuf);
ibuf->rect_float= NULL;
/* envmap renders without alpha */
alpha= ((char *)ibuf->rect)+3;
for(y= ibuf->x*ibuf->y - 1; y>=0; y--, alpha+=4)
*alpha= 255;
env->cube[part]= ibuf;
}
if(re->test_break(re->tbh)) break;
}
if(re->test_break(re->tbh)) BKE_free_envmapdata(env);
else {
if(envre->r.mode & R_OSA) env->ok= ENV_OSA;
else env->ok= ENV_NORMAL;
env->lastframe= re->scene->r.cfra;
}
/* restore */
envmap_free_render_copy(envre);
env_set_imats(re);
}
/* ------------------------------------------------------------------------- */
void make_envmaps(Render *re)
{
Tex *tex;
int do_init= 0, depth= 0, trace;
if (!(re->r.mode & R_ENVMAP)) return;
/* we dont raytrace, disabling the flag will cause ray_transp render solid */
trace= (re->r.mode & R_RAYTRACE);
re->r.mode &= ~R_RAYTRACE;
re->i.infostr= "Creating Environment maps";
re->stats_draw(re->sdh, &re->i);
/* 5 = hardcoded max recursion level */
while(depth<5) {
tex= G.main->tex.first;
while(tex) {
if(tex->id.us && tex->type==TEX_ENVMAP) {
if(tex->env && tex->env->object) {
EnvMap *env= tex->env;
if(env->object->lay & re->scene->lay) {
if(env->stype==ENV_LOAD) {
float orthmat[4][4], mat[4][4], tmat[4][4];
/* precalc orthmat for object */
copy_m4_m4(orthmat, env->object->obmat);
normalize_m4(orthmat);
/* need imat later for texture imat */
mul_m4_m4m4(mat, orthmat, re->viewmat);
invert_m4_m4(tmat, mat);
copy_m3_m4(env->obimat, tmat);
}
else {
/* decide if to render an envmap (again) */
if(env->depth >= depth) {
/* set 'recalc' to make sure it does an entire loop of recalcs */
if(env->ok) {
/* free when OSA, and old one isn't OSA */
if((re->r.mode & R_OSA) && env->ok==ENV_NORMAL)
BKE_free_envmapdata(env);
/* free when size larger */
else if(env->lastsize < re->r.size)
BKE_free_envmapdata(env);
/* free when env is in recalcmode */
else if(env->recalc)
BKE_free_envmapdata(env);
}
if(env->ok==0 && depth==0) env->recalc= 1;
if(env->ok==0) {
do_init= 1;
render_envmap(re, env);
if(depth==env->depth) env->recalc= 0;
}
}
}
}
}
}
tex= tex->id.next;
}
depth++;
}
if(do_init) {
re->display_init(re->dih, re->result);
re->display_clear(re->dch, re->result);
// re->flag |= R_REDRAW_PRV;
}
// restore
re->r.mode |= trace;
}
/* ------------------------------------------------------------------------- */
static int envcube_isect(EnvMap *env, float *vec, float *answ)
{
float labda;
int face;
if(env->type==ENV_PLANE) {
face= 1;
labda= 1.0/vec[2];
answ[0]= env->viewscale*labda*vec[0];
answ[1]= -env->viewscale*labda*vec[1];
}
else {
/* which face */
if( vec[2]<=-fabs(vec[0]) && vec[2]<=-fabs(vec[1]) ) {
face= 0;
labda= -1.0/vec[2];
answ[0]= labda*vec[0];
answ[1]= labda*vec[1];
}
else if( vec[2]>=fabs(vec[0]) && vec[2]>=fabs(vec[1]) ) {
face= 1;
labda= 1.0/vec[2];
answ[0]= labda*vec[0];
answ[1]= -labda*vec[1];
}
else if( vec[1]>=fabs(vec[0]) ) {
face= 2;
labda= 1.0/vec[1];
answ[0]= labda*vec[0];
answ[1]= labda*vec[2];
}
else if( vec[0]<=-fabs(vec[1]) ) {
face= 3;
labda= -1.0/vec[0];
answ[0]= labda*vec[1];
answ[1]= labda*vec[2];
}
else if( vec[1]<=-fabs(vec[0]) ) {
face= 4;
labda= -1.0/vec[1];
answ[0]= -labda*vec[0];
answ[1]= labda*vec[2];
}
else {
face= 5;
labda= 1.0/vec[0];
answ[0]= -labda*vec[1];
answ[1]= labda*vec[2];
}
}
answ[0]= 0.5+0.5*answ[0];
answ[1]= 0.5+0.5*answ[1];
return face;
}
/* ------------------------------------------------------------------------- */
static void set_dxtdyt(float *dxts, float *dyts, float *dxt, float *dyt, int face)
{
if(face==2 || face==4) {
dxts[0]= dxt[0];
dyts[0]= dyt[0];
dxts[1]= dxt[2];
dyts[1]= dyt[2];
}
else if(face==3 || face==5) {
dxts[0]= dxt[1];
dxts[1]= dxt[2];
dyts[0]= dyt[1];
dyts[1]= dyt[2];
}
else {
dxts[0]= dxt[0];
dyts[0]= dyt[0];
dxts[1]= dxt[1];
dyts[1]= dyt[1];
}
}
/* ------------------------------------------------------------------------- */
int envmaptex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, TexResult *texres)
{
extern Render R; /* only in this call */
/* texvec should be the already reflected normal */
EnvMap *env;
ImBuf *ibuf;
float fac, vec[3], sco[3], dxts[3], dyts[3];
int face, face1;
env= tex->env;
if(env==NULL || (env->stype!=ENV_LOAD && env->object==NULL)) {
texres->tin= 0.0;
return 0;
}
if(env->stype==ENV_LOAD) {
env->ima= tex->ima;
if(env->ima && env->ima->ok) {
if(env->cube[0]==NULL) {
ImBuf *ibuf= BKE_image_get_ibuf(env->ima, NULL);
if(ibuf)
envmap_split_ima(env, ibuf);
else
env->ok= 0;
}
}
}
if(env->ok==0) {
texres->tin= 0.0;
return 0;
}
/* rotate to envmap space, if object is set */
VECCOPY(vec, texvec);
if(env->object) mul_m3_v3(env->obimat, vec);
else mul_mat3_m4_v3(R.viewinv, vec);
face= envcube_isect(env, vec, sco);
ibuf= env->cube[face];
if(osatex) {
if(env->object) {
mul_m3_v3(env->obimat, dxt);
mul_m3_v3(env->obimat, dyt);
}
else {
mul_mat3_m4_v3(R.viewinv, dxt);
mul_mat3_m4_v3(R.viewinv, dyt);
}
set_dxtdyt(dxts, dyts, dxt, dyt, face);
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, texres);
/* edges? */
if(texres->ta<1.0) {
TexResult texr1, texr2;
texr1.nor= texr2.nor= NULL;
add_v3_v3v3(vec, vec, dxt);
face1= envcube_isect(env, vec, sco);
sub_v3_v3v3(vec, vec, dxt);
if(face!=face1) {
ibuf= env->cube[face1];
set_dxtdyt(dxts, dyts, dxt, dyt, face1);
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, &texr1);
}
else texr1.tr= texr1.tg= texr1.tb= texr1.ta= 0.0;
/* here was the nasty bug! results were not zero-ed. FPE! */
add_v3_v3v3(vec, vec, dyt);
face1= envcube_isect(env, vec, sco);
sub_v3_v3v3(vec, vec, dyt);
if(face!=face1) {
ibuf= env->cube[face1];
set_dxtdyt(dxts, dyts, dxt, dyt, face1);
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, &texr2);
}
else texr2.tr= texr2.tg= texr2.tb= texr2.ta= 0.0;
fac= (texres->ta+texr1.ta+texr2.ta);
if(fac!=0.0) {
fac= 1.0/fac;
texres->tr= fac*(texres->ta*texres->tr + texr1.ta*texr1.tr + texr2.ta*texr2.tr );
texres->tg= fac*(texres->ta*texres->tg + texr1.ta*texr1.tg + texr2.ta*texr2.tg );
texres->tb= fac*(texres->ta*texres->tb + texr1.ta*texr1.tb + texr2.ta*texr2.tb );
}
texres->ta= 1.0;
}
}
else {
imagewrap(tex, NULL, ibuf, sco, texres);
}
return 1;
}
/* ------------------------------------------------------------------------- */
/* eof */