================= Big commit, but little user visible changes. - Dupliverts and duplifaces are now rendered as instances, instead of storing all of the geometry for each dupli, now an instance is created with a matrix transform refering to the source object. This should allow us to render tree leaves more memory efficient. - Radiosity and to some degree raytracing of such objects is not really efficient still. For radiosity this is fundamentally hard to solve, but raytracing an octree could be created for each object, but the current octree code with it's fixed size doesn't allow this efficiently. - The regression tests survived, but with I expect that some bugs will pop up .. hopefully not too many :). Implementation Notes ==================== - Dupligroups and linked meshes are not rendered as instances yet, since they can in fact be different due to various reasons, instancing of these types of duplis that are the same can be added for them at a later point. - Each ObjectRen now stores it's own database, instead of there being one big databases of faces, verts, .. . Which objects that are actually rendered are defined by the list of ObjectRenInstances, which all refer to an ObjectRen. - Homogeneous coordinatess and clipping is now not stored in vertices anymore, but instead computed on the fly. This couldn't work for instances. That does mean some extra computation has to be done, but memory lookups can be slow too, and this saves some memory. Overall I didn't find a significant speed impact. - OSA rendering for solid and ztransp now is different. Instead of e.g. going 8 times over the databases times and rendering the z-buffer, it now goes over the database once and renders each polygon 8 times. That was necessary to keep instances efficient, and can also give some performance improvement without instances. - There was already instancing support in the yafray export code, now it uses Blender's render instances for export. - UV and color layer storage in the render was a bit messy before, now should be easier to understand. - convertblender.c was reorganized somewhat. Regular render, speedvector and baking now use a single function to create the database, previously there was code duplicated for it. - Some of these changes were done with future multithreading of scene and shadow buffer creation in mind, though especially for scene creation much work remains to be done to make it threadsafe, since it also involves a lot of code from blenkernel, and there is an ugly conflict with the way dupli groups work here .. though in the render code itself it's almost there.
192 lines
5.5 KiB
C++
192 lines
5.5 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 by 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/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef RE_SHADER_EXT_H
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#define RE_SHADER_EXT_H
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* this include is for shading and texture exports */
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* localized texture result data */
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/* note; tr tg tb ta has to remain in this order */
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typedef struct TexResult {
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float tin, tr, tg, tb, ta;
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int talpha;
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float *nor;
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} TexResult;
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/* localized shade result data */
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typedef struct ShadeResult
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{
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float combined[4];
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float col[4];
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float alpha;
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float diff[3]; /* no ramps, shadow, etc */
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float spec[3];
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float shad[3];
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float ao[3];
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float refl[3];
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float refr[3];
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float nor[3];
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float rad[3];
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float winspeed[4];
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} ShadeResult;
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/* only here for quick copy */
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struct ShadeInputCopy {
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struct Material *mat;
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struct VlakRen *vlr;
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struct ObjectInstanceRen *obi;
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struct ObjectRen *obr;
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int facenr;
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float facenor[3]; /* copy from face */
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short flippednor; /* is facenor flipped? */
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struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
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short i1, i2, i3; /* original vertex indices */
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short puno;
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short osatex;
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float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
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float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
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int mode; /* base material mode (OR-ed result of entire node tree) */
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};
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typedef struct ShadeInputUV {
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float dxuv[3], dyuv[3], uv[3];
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char *name;
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} ShadeInputUV;
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typedef struct ShadeInputCol {
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float col[3];
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char *name;
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} ShadeInputCol;
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/* localized renderloop data */
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typedef struct ShadeInput
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{
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/* copy from face, also to extract tria from quad */
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/* note it mirrors a struct above for quick copy */
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struct Material *mat;
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struct VlakRen *vlr;
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struct ObjectInstanceRen *obi;
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struct ObjectRen *obr;
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int facenr;
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float facenor[3]; /* copy from face */
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short flippednor; /* is facenor flipped? */
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struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
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short i1, i2, i3; /* original vertex indices */
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short puno;
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short osatex;
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float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
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float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
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int mode; /* base material mode (OR-ed result of entire node tree) */
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/* internal face coordinates */
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float u, v, dx_u, dx_v, dy_u, dy_v;
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float co[3], view[3];
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/* copy from material, keep synced so we can do memcopy */
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/* current size: 23*4 */
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float r, g, b;
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float specr, specg, specb;
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float mirr, mirg, mirb;
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float ambr, ambb, ambg;
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float amb, emit, ang, spectra, ray_mirror;
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float alpha, refl, spec, zoffs, add;
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float translucency;
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/* end direct copy from material */
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/* individual copies: */
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int har; /* hardness */
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float layerfac;
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/* texture coordinates */
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float lo[3], gl[3], ref[3], orn[3], winco[3], sticky[3], vcol[4], rad[3];
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float refcol[4], displace[3];
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float strand, tang[3], stress, winspeed[4];
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ShadeInputUV uv[8]; /* 8 = MAX_MTFACE */
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ShadeInputCol col[8]; /* 8 = MAX_MCOL */
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int totuv, totcol, actuv, actcol;
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/* dx/dy OSA coordinates */
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float dxco[3], dyco[3];
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float dxlo[3], dylo[3], dxgl[3], dygl[3];
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float dxref[3], dyref[3], dxorn[3], dyorn[3];
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float dxno[3], dyno[3], dxview, dyview;
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float dxlv[3], dylv[3];
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float dxwin[3], dywin[3];
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float dxsticky[3], dysticky[3];
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float dxrefract[3], dyrefract[3];
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float dxstrand, dystrand;
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/* AO is a pre-process now */
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float ao[3];
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int xs, ys; /* pixel to be rendered */
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int mask; /* subsample mask */
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int samplenr; /* sample counter, to detect if we should do shadow again */
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int depth; /* 1 or larger on raytrace shading */
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/* stored copy of original face normal (facenor)
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* before flipping. Used in Front/back output on geometry node */
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float orignor[3];
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/* for strand shading, normal at the surface */
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float surfnor[3], surfdist;
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/* from initialize, part or renderlayer */
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short do_preview; /* for nodes, in previewrender */
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short thread, sample; /* sample: ShadeSample array index */
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unsigned int lay;
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int layflag, passflag, combinedflag;
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struct Group *light_override;
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struct Material *mat_override;
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} ShadeInput;
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/* node shaders... */
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struct Tex;
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int multitex_ext(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres);
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/* shaded view and bake */
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struct Render;
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struct Image;
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struct Object;
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void RE_shade_external(struct Render *re, struct ShadeInput *shi, struct ShadeResult *shr);
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int RE_bake_shade_all_selected(struct Render *re, int type, struct Object *actob);
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struct Image *RE_bake_shade_get_image(void);
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#endif /* RE_SHADER_EXT_H */
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