Removed all the old particle rendering code and options I had in there before, in order to make way for... A new procedural texture: 'Point Density' Point Density is a 3d texture that find the density of a group of 'points' in space and returns that in the texture as an intensity value. Right now, its at an early stage and it's only enabled for particles, but it would be cool to extend it later for things like object vertices, or point cache files from disk - i.e. to import point cloud data into Blender for rendering volumetrically. Currently there are just options for an Object and its particle system number, this is the particle system that will get cached before rendering, and then used for the texture's density estimation. It works totally consistent with as any other procedural texture, so previously where I've mapped a clouds texture to volume density to make some of those test renders, now I just map a point density texture to volume density. Here's a version of the same particle smoke test file from before, updated to use the point density texture instead: http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend There are a few cool things about implementing this as a texture: - The one texture (and cache) can be instanced across many different materials: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png This means you can calculate and bake one particle system, but render it multiple times across the scene, with different material settings, at no extra memory cost. Right now, the particles are cached in world space, so you have to map it globally, and if you want it offset, you have to do it in the material (as in the file above). I plan to add an option to bake in local space, so you can just map the texture to local and it just works. - It also works for solid surfaces too, it just gets the density at that particular point on the surface, eg: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov - You can map it to whatever you want, not only density but the various emissions and colours as well. I'd like to investigate using the other outputs in the texture too (like the RGB or normal outputs), perhaps with options to colour by particle age, generating normals for making particle 'dents' in a surface, whatever!
145 lines
5.8 KiB
C++
145 lines
5.8 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef RENDERDATABASE_H
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#define RENDERDATABASE_H
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struct Object;
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struct VlakRen;
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struct VertRen;
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struct HaloRen;
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struct Material;
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struct Render;
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struct MCol;
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struct MTFace;
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struct CustomData;
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struct StrandBuffer;
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struct StrandRen;
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struct ObjectInstanceRen;
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struct RadFace;
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#define RE_QUAD_MASK 0x7FFFFFF
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#define RE_QUAD_OFFS 0x8000000
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/* render allocates totvert/256 of these nodes, for lookup and quick alloc */
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typedef struct VertTableNode {
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struct VertRen *vert;
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float *rad;
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float *sticky;
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float *strand;
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float *tangent;
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float *stress;
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float *winspeed;
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} VertTableNode;
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typedef struct VlakTableNode {
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struct VlakRen *vlak;
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struct MTFace *mtface;
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struct MCol *mcol;
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int totmtface, totmcol;
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float *surfnor;
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float *tangent;
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struct RadFace **radface;
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} VlakTableNode;
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typedef struct StrandTableNode {
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struct StrandRen *strand;
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float *winspeed;
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float *surfnor;
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float *simplify;
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int *face;
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struct MCol *mcol;
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float *uv;
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int totuv, totmcol;
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} StrandTableNode;
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/* renderdatabase.c */
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void free_renderdata_tables(struct Render *re);
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void free_renderdata_vertnodes(struct VertTableNode *vertnodes);
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void free_renderdata_vlaknodes(struct VlakTableNode *vlaknodes);
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void set_normalflags(struct Render *re, struct ObjectRen *obr);
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void project_renderdata(struct Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, float xoffs, int do_buckets);
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int clip_render_object(float boundbox[][3], float *bounds, float mat[][4]);
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/* functions are not exported... so wrong names */
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struct VlakRen *RE_findOrAddVlak(struct ObjectRen *obr, int nr);
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struct VertRen *RE_findOrAddVert(struct ObjectRen *obr, int nr);
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struct StrandRen *RE_findOrAddStrand(struct ObjectRen *obr, int nr);
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struct HaloRen *RE_findOrAddHalo(struct ObjectRen *obr, int nr);
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struct HaloRen *RE_inithalo(struct Render *re, struct ObjectRen *obr, struct Material *ma, float *vec, float *vec1, float *orco, float hasize, float vectsize, int seed);
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struct HaloRen *RE_inithalo_particle(struct Render *re, struct ObjectRen *obr, struct DerivedMesh *dm, struct Material *ma, float *vec, float *vec1, float *orco, float *uvco, float hasize, float vectsize, int seed);
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struct StrandBuffer *RE_addStrandBuffer(struct ObjectRen *obr, int totvert);
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struct ObjectRen *RE_addRenderObject(struct Render *re, struct Object *ob, struct Object *par, int index, int psysindex, int lay);
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struct ObjectInstanceRen *RE_addRenderInstance(struct Render *re, struct ObjectRen *obr, struct Object *ob, struct Object *par, int index, int psysindex, float mat[][4], int lay);
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void RE_makeRenderInstances(struct Render *re);
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void RE_instanceTransformNormal(struct ObjectInstanceRen *obi, float *nor, float *tnor);
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float *RE_vertren_get_sticky(struct ObjectRen *obr, struct VertRen *ver, int verify);
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float *RE_vertren_get_stress(struct ObjectRen *obr, struct VertRen *ver, int verify);
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float *RE_vertren_get_rad(struct ObjectRen *obr, struct VertRen *ver, int verify);
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float *RE_vertren_get_strand(struct ObjectRen *obr, struct VertRen *ver, int verify);
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float *RE_vertren_get_tangent(struct ObjectRen *obr, struct VertRen *ver, int verify);
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float *RE_vertren_get_winspeed(struct ObjectInstanceRen *obi, struct VertRen *ver, int verify);
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struct MTFace *RE_vlakren_get_tface(struct ObjectRen *obr, VlakRen *ren, int n, char **name, int verify);
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struct MCol *RE_vlakren_get_mcol(struct ObjectRen *obr, VlakRen *ren, int n, char **name, int verify);
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float *RE_vlakren_get_surfnor(struct ObjectRen *obr, VlakRen *ren, int verify);
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float *RE_vlakren_get_nmap_tangent(struct ObjectRen *obr, VlakRen *ren, int verify);
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RadFace **RE_vlakren_get_radface(struct ObjectRen *obr, VlakRen *ren, int verify);
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int RE_vlakren_get_normal(struct Render *re, struct ObjectInstanceRen *obi, struct VlakRen *vlr, float *nor);
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float *RE_strandren_get_surfnor(struct ObjectRen *obr, struct StrandRen *strand, int verify);
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float *RE_strandren_get_uv(struct ObjectRen *obr, struct StrandRen *strand, int n, char **name, int verify);
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struct MCol *RE_strandren_get_mcol(struct ObjectRen *obr, struct StrandRen *strand, int n, char **name, int verify);
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float *RE_strandren_get_simplify(struct ObjectRen *obr, struct StrandRen *strand, int verify);
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int *RE_strandren_get_face(struct ObjectRen *obr, struct StrandRen *strand, int verify);
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float *RE_strandren_get_winspeed(struct ObjectInstanceRen *obi, struct StrandRen *strand, int verify);
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struct VertRen *RE_vertren_copy(struct ObjectRen *obr, struct VertRen *ver);
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struct VlakRen *RE_vlakren_copy(struct ObjectRen *obr, struct VlakRen *vlr);
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void RE_set_customdata_names(struct ObjectRen *obr, struct CustomData *data);
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/* haloren->type: flags */
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#define HA_ONLYSKY 1
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#define HA_VECT 2
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#define HA_XALPHA 4
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#define HA_FLARECIRC 8
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/* convertblender.c */
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void init_render_world(Render *re);
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void RE_Database_FromScene_Vectors(Render *re, struct Scene *sce);
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#endif /* RENDERDATABASE_H */
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