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blender-archive/source/blender/render/intern/source/envmap.c
Kent Mein d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00

694 lines
16 KiB
C

/* envmap.c RENDER
*
* ***** 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 *****
*
* may 1999
*
* $Id$
*/
#include <math.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
/* external modules: */
#include "MEM_guardedalloc.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h" /* for rectcpy */
#include "DNA_texture_types.h"
#include "DNA_image_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_world.h" // init_render_world
#include "BKE_image.h" // BKE_write_ibuf
/* this module */
#include "RE_callbacks.h"
#include "render.h"
#include "render_intern.h"
#include "envmap.h"
#include "mydevice.h"
#include "rendercore.h" /* calls zbufShade(DA).... I want to replace this with my own :)*/
#include "renderHelp.h"
#include "MTC_matrixops.h"
#include "zbuf.h"
/* ------------------------------------------------------------------------- */
void envmap_split_ima(EnvMap *env);
void envmap_renderdata(EnvMap *env);
void envmap_transmatrix(float mat[][4], int part);
void env_rotate_scene(float mat[][4], int mode);
void env_layerflags(unsigned int notlay);
void env_set_imats(void);
void render_envmap(EnvMap *env);
int envcube_isect(float *vec, float *answ);
static void set_dxtdyt(float *dxts, float *dyts, float *dxt, float *dyt, int face);
/* ------------------------------------------------------------------------- */
EnvMap *RE_add_envmap(void)
{
EnvMap *env;
env= MEM_callocN(sizeof(EnvMap), "envmap");
env->type= ENV_CUBE;
env->stype= ENV_STATIC;
env->clipsta= 0.1;
env->clipend= 100.0;
env->cuberes= 100;
return env;
} /* end of EnvMap *RE_add_envmap() */
/* ------------------------------------------------------------------------- */
EnvMap *RE_copy_envmap(EnvMap *env)
{
EnvMap *envn;
int a;
envn= MEM_dupallocN(env);
envn->ok= 0;
for(a=0; a<6; a++) envn->cube[a]= 0;
if(envn->ima) id_us_plus((ID *)envn->ima);
return envn;
}
/* ------------------------------------------------------------------------- */
void RE_free_envmapdata(EnvMap *env)
{
Image *ima;
int a, part;
for(part=0; part<6; part++) {
ima= env->cube[part];
if(ima) {
if(ima->ibuf) IMB_freeImBuf(ima->ibuf);
for(a=0; a<BLI_ARRAY_NELEMS(ima->mipmap); a++) {
if(ima->mipmap[a]) IMB_freeImBuf(ima->mipmap[a]);
}
MEM_freeN(ima);
env->cube[part]= 0;
}
}
env->ok= 0;
}
/* ------------------------------------------------------------------------- */
void RE_free_envmap(EnvMap *env)
{
RE_free_envmapdata(env);
MEM_freeN(env);
}
/* ------------------------------------------------------------------------- */
void envmap_split_ima(EnvMap *env)
{
ImBuf *ibuf;
Image *ima;
/* extern rectcpy(); */
int dx, part;
RE_free_envmapdata(env);
dx= env->ima->ibuf->y;
dx/= 2;
if(3*dx != env->ima->ibuf->x) {
error("Incorrect envmap size");
env->ok= 0;
env->ima->ok= 0;
}
else {
for(part=0; part<6; part++) {
ibuf= IMB_allocImBuf(dx, dx, 24, IB_rect, 0);
ima= MEM_callocN(sizeof(Image), "image");
ima->ibuf= ibuf;
ima->ok= 1;
env->cube[part]= ima;
}
IMB_rectop(env->cube[0]->ibuf, env->ima->ibuf,
0, 0, 0, 0, dx, dx, IMB_rectcpy, 0);
IMB_rectop(env->cube[1]->ibuf, env->ima->ibuf,
0, 0, dx, 0, dx, dx, IMB_rectcpy, 0);
IMB_rectop(env->cube[2]->ibuf, env->ima->ibuf,
0, 0, 2*dx, 0, dx, dx, IMB_rectcpy, 0);
IMB_rectop(env->cube[3]->ibuf, env->ima->ibuf,
0, 0, 0, dx, dx, dx, IMB_rectcpy, 0);
IMB_rectop(env->cube[4]->ibuf, env->ima->ibuf,
0, 0, dx, dx, dx, dx, IMB_rectcpy, 0);
IMB_rectop(env->cube[5]->ibuf, env->ima->ibuf,
0, 0, 2*dx, dx, dx, dx, IMB_rectcpy, 0);
env->ok= 2;
}
}
/* ------------------------------------------------------------------------- */
/* ****************** RENDER ********************** */
void envmap_renderdata(EnvMap *env)
{
static RE_Render envR;
static Object *camera;
if(env) {
envR= R;
camera= G.scene->camera;
env->cuberes &= 0xFFFC;
R.rectx= R.r.xsch= R.recty= R.r.ysch= env->cuberes;
R.afmx= R.afmy= R.r.xsch/2;
R.xstart= R.ystart= -R.afmx;
R.xend= R.yend= R.xstart+R.rectx-1;
R.r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR);
R.r.xparts= R.r.yparts= 1;
R.r.bufflag= 0;
R.r.size= 100;
R.ycor= 1.0;
R.r.yasp= R.r.xasp= 1;
R.near= env->clipsta;
R.far= env->clipend;
G.scene->camera= env->object;
}
else {
/* this to make sure init_renderdisplay works */
envR.winx= R.winx;
envR.winy= R.winy;
envR.winxof= R.winxof;
envR.winyof= R.winyof;
R= envR;
G.scene->camera= camera;
}
}
/* ------------------------------------------------------------------------- */
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;
}
MTC_Mat4CpyMat4(tmat, mat);
EulToMat4(eul, rotmat);
MTC_Mat4MulSerie(mat, tmat, rotmat,
0, 0, 0,
0, 0, 0);
}
/* ------------------------------------------------------------------------- */
void env_rotate_scene(float mat[][4], int mode)
{
VlakRen *vlr = NULL;
VertRen *ver = NULL;
LampRen *lar = NULL;
HaloRen *har = NULL;
float xn, yn, zn, imat[3][3], pmat[4][4], smat[4][4], tmat[4][4];
int a;
if(mode==0) {
MTC_Mat4Invert(tmat, mat);
MTC_Mat3CpyMat4(imat, tmat);
}
else {
MTC_Mat4CpyMat4(tmat, mat);
MTC_Mat3CpyMat4(imat, mat);
}
for(a=0; a<R.totvert; a++) {
if((a & 255)==0) ver= R.blove[a>>8];
else ver++;
MTC_Mat4MulVecfl(tmat, ver->co);
xn= ver->n[0];
yn= ver->n[1];
zn= ver->n[2];
/* geen transpose ! */
ver->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn;
ver->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn;
ver->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn;
Normalise(ver->n);
}
for(a=0; a<R.tothalo; a++) {
if((a & 255)==0) har= R.bloha[a>>8];
else har++;
MTC_Mat4MulVecfl(tmat, har->co);
}
for(a=0; a<R.totvlak; a++) {
if((a & 255)==0) vlr= R.blovl[a>>8];
else vlr++;
xn= vlr->n[0];
yn= vlr->n[1];
zn= vlr->n[2];
/* geen transpose ! */
vlr->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn;
vlr->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn;
vlr->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn;
Normalise(vlr->n);
}
set_normalflags();
for(a=0; a<R.totlamp; a++) {
lar= R.la[a];
/* smat should actually be a 3x3 matrix, the 4x4 declaration is */
/* just for confusion. */
/* Only the left-top 3x3 is copied...? smat is 4by4! imat is 3x3 */
/* Actually, it is not: Mat3CpyMat3 copies the first 9 floats! */
/* What should happen is mat4cpymat3 */
/* Mat3CpyMat3(smat, lar->imat); */
MTC_Mat4CpyMat3nc(smat, lar->imat);
/* This would be lar->imat = smat * imat, so 3d = 4d * 3d? */
/* the mat3mulmat3 does a multiply on the wrong elements.... */
/* Mat3MulMat3(lar->imat, smat, imat); */
MTC_Mat4MulMat33(lar->imat, smat, imat);
MTC_Mat3MulVecfl(imat, lar->vec);
MTC_Mat4MulVecfl(tmat, lar->co);
lar->sh_invcampos[0]= -lar->co[0];
lar->sh_invcampos[1]= -lar->co[1];
lar->sh_invcampos[2]= -lar->co[2];
MTC_Mat3MulVecfl(lar->imat, lar->sh_invcampos);
lar->sh_invcampos[2]*= lar->sh_zfac;
if(lar->shb) {
if(mode==1) {
MTC_Mat4Invert(pmat, mat);
MTC_Mat4MulMat4(smat, pmat, lar->shb->viewmat);
MTC_Mat4MulMat4(lar->shb->persmat, smat, lar->shb->winmat);
}
else MTC_Mat4MulMat4(lar->shb->persmat, lar->shb->viewmat, lar->shb->winmat);
}
}
}
/* ------------------------------------------------------------------------- */
void env_layerflags(unsigned int notlay)
{
VlakRen *vlr = NULL;
int a;
for(a=0; a<R.totvlak; a++) {
if((a & 255)==0) vlr= R.blovl[a>>8];
else vlr++;
if(vlr->lay & notlay) vlr->flag &= ~R_VISIBLE;
}
}
/* ------------------------------------------------------------------------- */
void env_set_imats()
{
Base *base;
float mat[4][4];
base= G.scene->base.first;
while(base) {
MTC_Mat4MulMat4(mat, base->object->obmat, R.viewmat);
MTC_Mat4Invert(base->object->imat, mat);
base= base->next;
}
}
/* ------------------------------------------------------------------------- */
void render_envmap(EnvMap *env)
{
/* only the cubemap is implemented */
ImBuf *ibuf;
Image *ima;
float oldviewinv[4][4], mat[4][4], tmat[4][4];
short part;
/* need a recalc: ortho-render has no correct viewinv */
MTC_Mat4Invert(oldviewinv, R.viewmat);
/* setup necessary globals */
envmap_renderdata(env);
RE_local_init_render_display();
R.rectot= MEM_mallocN(sizeof(int)*R.rectx*R.recty, "rectot");
R.rectz= MEM_mallocN(sizeof(int)*R.rectx*R.recty, "rectz");
for(part=0; part<6; part++) {
RE_local_clear_render_display(R.win);
fillrect(R.rectot, R.rectx, R.recty, 0);
RE_setwindowclip(1,-1); /* geen jit:(-1) */
MTC_Mat4CpyMat4(tmat, G.scene->camera->obmat);
MTC_Mat4Ortho(tmat);
envmap_transmatrix(tmat, part);
MTC_Mat4Invert(mat, tmat);
/* mat now is the camera 'viewmat' */
MTC_Mat4CpyMat4(R.viewmat, mat);
MTC_Mat4CpyMat4(R.viewinv, tmat);
/* we have to correct for the already rotated vertexcoords */
MTC_Mat4MulMat4(tmat, oldviewinv, R.viewmat);
MTC_Mat4Invert(env->imat, tmat);
env_rotate_scene(tmat, 1);
init_render_world();
setzbufvlaggen(RE_projectverto);
env_layerflags(env->notlay);
env_set_imats();
if(RE_local_test_break()==0) {
RE_local_printrenderinfo(0.0, part);
if(R.r.mode & R_OSA) zbufshadeDA();
else zbufshade();
}
/* rotate back */
env_rotate_scene(tmat, 0);
if(RE_local_test_break()==0) {
ibuf= IMB_allocImBuf(R.rectx, R.recty, 24, IB_rect, 0);
ima= MEM_callocN(sizeof(Image), "image");
memcpy(ibuf->rect, R.rectot, 4*ibuf->x*ibuf->y);
ima->ibuf= ibuf;
ima->ok= 1;
env->cube[part]= ima;
}
if(RE_local_test_break()) break;
}
if(R.rectz) MEM_freeN(R.rectz); R.rectz= 0;
if(R.rectot) MEM_freeN(R.rectot); R.rectot= 0;
if(RE_local_test_break()) RE_free_envmapdata(env);
else {
if(R.r.mode & R_OSA) env->ok= ENV_OSA;
else env->ok= ENV_NORMAL;
env->lastframe= G.scene->r.cfra;
}
/* restore */
envmap_renderdata(0);
env_set_imats();
init_render_world();
}
/* ------------------------------------------------------------------------- */
void make_envmaps()
{
Tex *tex;
int do_init= 0;
tex= G.main->tex.first;
while(tex) {
if(tex->id.us && tex->type==TEX_ENVMAP) {
if(tex->env && tex->env->object) {
if(tex->env->object->lay & G.scene->lay) {
if(tex->env->stype!=ENV_LOAD) {
if(tex->env->ok==0) {
do_init= 1;
render_envmap(tex->env);
}
else if((R.r.mode & R_OSA) && tex->env->ok==ENV_NORMAL) {
do_init= 1;
RE_free_envmapdata(tex->env);
render_envmap(tex->env);
}
}
}
}
}
tex= tex->id.next;
}
if(do_init) {
RE_local_init_render_display();
RE_local_clear_render_display(R.win);
allqueue(REDRAWBUTSTEX, 0);
}
}
/* ------------------------------------------------------------------------- */
int envcube_isect(float *vec, float *answ)
{
float labda;
int face;
/* 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];
}
}
/* ------------------------------------------------------------------------- */
extern float Tin, Ta, Tr, Tg, Tb; /* texture.c */
int RE_envmaptex(Tex *tex, float *texvec, float *dxt, float *dyt)
{
/* texvec should be the already reflected normal */
EnvMap *env;
float fac, vec[3], sco[3], col[20], dxts[3], dyts[3];
int face, face1;
env= tex->env;
if(env==0 || env->object==0) return 0;
if(env->stype==ENV_LOAD) {
env->ima= tex->ima;
if(env->ima && env->ima->ok) {
if(env->ima->ibuf==0) ima_ibuf_is_nul(tex);
if(env->ima->ok && env->ok==0) envmap_split_ima(env);
}
}
if(env->ok==0) {
Tin= 0.0;
return 0;
}
/* rotate to envmap space */
VECCOPY(vec, texvec);
MTC_Mat4Mul3Vecfl(env->object->imat, vec);
face= envcube_isect(vec, sco);
tex->ima= env->cube[face];
if(R.osatex) {
MTC_Mat4Mul3Vecfl(env->object->imat, dxt);
MTC_Mat4Mul3Vecfl(env->object->imat, dyt);
set_dxtdyt(dxts, dyts, dxt, dyt, face);
imagewraposa(tex, sco, dxts, dyts);
/* edges? */
if(Ta<1.0) {
col[0]= Ta; col[1]= Tr; col[2]= Tg; col[3]= Tb;
VecAddf(vec, vec, dxt);
face1= envcube_isect(vec, sco);
VecSubf(vec, vec, dxt);
if(face!=face1) {
tex->ima= env->cube[face1];
set_dxtdyt(dxts, dyts, dxt, dyt, face1);
imagewraposa(tex, sco, dxts, dyts);
col[4]= Ta; col[5]= Tr; col[6]= Tg; col[7]= Tb;
}
else col[4]= col[5]= col[6]= col[7]= 0.0;
/* here was the nasty bug! col[5,6,7] were not zero-ed. FPE! */
VecAddf(vec, vec, dyt);
face1= envcube_isect(vec, sco);
VecSubf(vec, vec, dyt);
if(face!=face1) {
tex->ima= env->cube[face1];
set_dxtdyt(dxts, dyts, dxt, dyt, face1);
imagewraposa(tex, sco, dxts, dyts);
col[8]= Ta; col[9]= Tr; col[10]= Tg; col[11]= Tb;
}
else col[8]= col[9]= col[10]= col[11]= 0.0;
fac= (col[0]+col[4]+col[8]);
fac= 1.0/fac;
Tr= fac*(col[0]*col[1] + col[4]*col[5] + col[8]*col[9] );
Tg= fac*(col[0]*col[2] + col[4]*col[6] + col[8]*col[10] );
Tb= fac*(col[0]*col[3] + col[4]*col[7] + col[8]*col[11] );
Ta= 1.0;
}
}
else {
imagewrap(tex, sco);
}
tex->ima= env->ima;
return 1;
}
/* ------------------------------------------------------------------------- */
/* eof */