Now bounding boxes are computed per object, and checked first before zbuffering objects. For strands, bounding boxes are computed per original face in the mesh. Overall the speed improvement from this is quite small (zbuffering is rarely the bottleneck), but it seems a sensible thing to do anyway.
143 lines
5.7 KiB
C++
143 lines
5.7 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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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]);
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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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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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