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blender-archive/source/blender/render/intern/source/renderHelp.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

297 lines
6.8 KiB
C

/**
*
* ***** 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 *****
* Some helpful conversions/functions.
*
* $Id$
*/
#include <math.h>
#include <limits.h>
#include <stdlib.h>
#include "render.h"
#include "render_intern.h"
#include "renderHelp.h"
#include "zbuf.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
static float panovco, panovsi;
static float panophi=0.0;
static float tempPanoPhi;
static int panotestclip(float *v);
void pushTempPanoPhi(float p) {
tempPanoPhi = panophi;
panophi = p;
}
void popTempPanoPhi() {
panophi = tempPanoPhi;
}
float getPanoPhi(){
return panophi;
}
float getPanovCo(){
return panovco;
}
float getPanovSi(){
return panovsi;
}
void setPanoRot(int part)
{
/* extern float panovco, panovsi; */
static float alpha= 1.0;
/* part==0 alles initialiseren */
if(part==0) {
alpha= ((float)R.r.xsch)/R.viewfac;
alpha= 2.0*atan(alpha/2.0);
}
/* we roteren alles om de y-as met phi graden */
panophi= -0.5*(R.r.xparts-1)*alpha + part*alpha;
panovsi= sin(-panophi);
panovco= cos(-panophi);
}
static int panotestclip(float *v)
{
/* gebruiken voor halo's en info's */
float abs4;
short c=0;
if((R.r.mode & R_PANORAMA)==0) return RE_testclip(v);
abs4= fabs(v[3]);
if(v[2]< -abs4) c=16; /* hier stond vroeger " if(v[2]<0) ", zie clippz() */
else if(v[2]> abs4) c+= 32;
if( v[1]>abs4) c+=4;
else if( v[1]< -abs4) c+=8;
abs4*= R.r.xparts;
if( v[0]>abs4) c+=2;
else if( v[0]< -abs4) c+=1;
return c;
}
/*
This adds the hcs coordinates to vertices. It iterates over all
vertices, halos and faces. After the conversion, we clip in hcs.
Elsewhere, all primites are converted to vertices.
Called in
- envmapping (envmap.c)
- shadow buffering (shadbuf.c)
- preparation for rendering (renderPreAndPost.c)
*/
/* move to renderer */
void setzbufvlaggen( void (*projectfunc)(float *, float *) )
/* ook homoco's */
{
VlakRen *vlr = NULL;
VertRen *ver = NULL;
HaloRen *har = NULL;
float zn, vec[3], si, co, hoco[4];
int a;
float panophi = 0.0;
panophi = getPanoPhi();
si= sin(panophi);
co= cos(panophi);
/* calculate view coordinates (and zbuffer value) */
for(a=0; a< R.totvert;a++) {
if((a & 255)==0) ver= R.blove[a>>8];
else ver++;
if(R.r.mode & R_PANORAMA) {
vec[0]= co*ver->co[0] + si*ver->co[2];
vec[1]= ver->co[1];
vec[2]= -si*ver->co[0] + co*ver->co[2];
}
else {
VECCOPY(vec, ver->co);
}
/* Go from wcs to hcs ... */
projectfunc(vec, ver->ho);
/* ... and clip in that system. */
ver->clip = RE_testclip(ver->ho);
/*
Because all other ops are performed in other systems, this is
the only thing that has to be done.
*/
}
/* calculate view coordinates (and zbuffer value) */
for(a=0; a<R.tothalo; a++) {
if((a & 255)==0) har= R.bloha[a>>8];
else har++;
if(R.r.mode & R_PANORAMA) {
vec[0]= co*har->co[0] + si*har->co[2];
vec[1]= har->co[1];
vec[2]= -si*har->co[0] + co*har->co[2];
}
else {
VECCOPY(vec, har->co);
}
projectfunc(vec, hoco);
hoco[3]*= 2.0;
if( panotestclip(hoco) ) {
har->miny= har->maxy= -10000; /* de render clipt 'm weg */
}
else if(hoco[3]<0.0) {
har->miny= har->maxy= -10000; /* de render clipt 'm weg */
}
else /* this seems to be strange code here...*/
{
zn= hoco[3]/2.0;
har->xs= 0.5*R.rectx*(1.0+hoco[0]/zn); /* the 0.5 negates the previous 2...*/
har->ys= 0.5*R.recty*(1.0+hoco[1]/zn);
/* this should be the zbuffer coordinate */
har->zs= 0x7FFFFF*(1.0+hoco[2]/zn);
/* taking this from the face clip functions? seems ok... */
har->zBufDist = 0x7FFFFFFF*(hoco[2]/zn);
vec[0]+= har->hasize;
projectfunc(vec, hoco);
vec[0]-= har->hasize;
zn= hoco[3];
har->rad= fabs(har->xs- 0.5*R.rectx*(1.0+hoco[0]/zn));
/* deze clip is eigenlijk niet OK */
if(har->type & HA_ONLYSKY) {
if(har->rad>3.0) har->rad= 3.0;
}
har->radsq= har->rad*har->rad;
har->miny= har->ys - har->rad/R.ycor;
har->maxy= har->ys + har->rad/R.ycor;
/* de Zd is bij pano nog steeds verkeerd: zie testfile in blenderbugs/halo+pano.blend */
vec[2]-= har->hasize; /* z is negatief, wordt anders geclipt */
projectfunc(vec, hoco);
zn= hoco[3];
zn= fabs(har->zs - 0x7FFFFF*(1.0+hoco[2]/zn));
har->zd= CLAMPIS(zn, 0, INT_MAX);
/* if( har->zs < 2*har->zd) { */
/* PRINT2(d, d, har->zs, har->zd); */
/* har->alfa= har->mat->alpha * ((float)(har->zs))/(float)(2*har->zd); */
/* } */
}
}
/* vlaggen op 0 zetten als eruit geclipt */
for(a=0; a<R.totvlak; a++) {
if((a & 255)==0) vlr= R.blovl[a>>8];
else vlr++;
vlr->flag |= R_VISIBLE;
if(vlr->v4) {
if(vlr->v1->clip & vlr->v2->clip & vlr->v3->clip & vlr->v4->clip) vlr->flag &= ~R_VISIBLE;
}
else if(vlr->v1->clip & vlr->v2->clip & vlr->v3->clip) vlr->flag &= ~R_VISIBLE;
}
}
/* ------------------------------------------------------------------------- */
/* move to renderer */
void set_normalflags(void)
{
VlakRen *vlr = NULL;
float vec[3], xn, yn, zn;
int a1;
/* KLAP NORMAAL EN SNIJ PROJECTIE */
for(a1=0; a1<R.totvlak; a1++) {
if((a1 & 255)==0) vlr= R.blovl[a1>>8];
else vlr++;
if(vlr->flag & R_NOPUNOFLIP) {
/* render normaal flippen, wel niet zo netjes, maar anders dan moet de render() ook over... */
vlr->n[0]= -vlr->n[0];
vlr->n[1]= -vlr->n[1];
vlr->n[2]= -vlr->n[2];
}
else {
vec[0]= vlr->v1->co[0];
vec[1]= vlr->v1->co[1];
vec[2]= vlr->v1->co[2];
if( (vec[0]*vlr->n[0] +vec[1]*vlr->n[1] +vec[2]*vlr->n[2])<0.0 ) {
vlr->puno= ~(vlr->puno);
vlr->n[0]= -vlr->n[0];
vlr->n[1]= -vlr->n[1];
vlr->n[2]= -vlr->n[2];
}
}
xn= fabs(vlr->n[0]);
yn= fabs(vlr->n[1]);
zn= fabs(vlr->n[2]);
if(zn>=xn && zn>=yn) vlr->snproj= 0;
else if(yn>=xn && yn>=zn) vlr->snproj= 1;
else vlr->snproj= 2;
}
}