A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
175 lines
6.0 KiB
C++
175 lines
6.0 KiB
C++
/* ***************************************
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radio.h nov/dec 1992
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revised for Blender may 1999
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$Id$
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***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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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. The Blender
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Foundation also sells licenses for use in proprietary software under
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the Blender License. See http://www.blender.org/BL/ for information
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about this.
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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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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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The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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All rights reserved.
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The Original Code is: all of this file.
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Contributor(s): none yet.
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***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef RADIO_H
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#define RADIO_H
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#define RADIO_H
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/* type include */
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#include "radio_types.h"
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extern RadGlobal RG;
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/* radfactors.c */
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extern float calcStokefactor(RPatch *shoot, RPatch *rp, RNode *rn, float *area);
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extern void calcTopfactors(void);
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void calcSidefactors(void);
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extern void initradiosity(void);
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extern void rad_make_hocos(RadView *vw);
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extern void hemizbuf(RadView *vw);
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extern int makeformfactors(RPatch *shoot);
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extern void applyformfactors(RPatch *shoot);
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extern RPatch *findshootpatch(void);
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extern void setnodeflags(RNode *rn, int flag, int set);
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extern void backface_test(RPatch *shoot);
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extern void clear_backface_test(void);
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extern void progressiverad(void);
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extern void minmaxradelem(RNode *rn, float *min, float *max);
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extern void minmaxradelemfilt(RNode *rn, float *min, float *max, float *errmin, float *errmax);
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extern void subdivideshootElements(int it);
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extern void subdivideshootPatches(int it);
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extern void inithemiwindows(void);
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extern void closehemiwindows(void);
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void rad_init_energy(void);
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/* radio.c */
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void freeAllRad(void);
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int rad_phase(void);
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void rad_status_str(char *str);
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void rad_printstatus(void);
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void rad_setlimits(void);
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void set_radglobal(void);
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void add_radio(void);
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void delete_radio(void);
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int rad_go(void);
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void rad_subdivshootpatch(void);
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void rad_subdivshootelem(void);
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void rad_limit_subdivide(void);
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/* radnode.c */
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extern void setnodelimit(float limit);
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extern float *mallocVert(void);
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extern float *callocVert(void);
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extern void freeVert(float *vert);
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extern RNode *mallocNode(void);
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extern RNode *callocNode(void);
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extern void freeNode(RNode *node);
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extern void freeNode_recurs(RNode *node);
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extern RPatch *mallocPatch(void);
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extern RPatch *callocPatch(void);
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extern void freePatch(RPatch *patch);
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extern void replaceAllNode(RNode *, RNode *);
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extern void replaceAllNodeInv(RNode *neighb, RNode *old);
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extern void replaceAllNodeUp(RNode *neighb, RNode *old);
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extern void replaceTestNode(RNode *, RNode **, RNode *, int , float *);
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extern void free_fastAll(void);
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/* radnode.c */
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extern void start_fastmalloc(char *str);
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extern int setvertexpointersNode(RNode *neighb, RNode *node, int level, float **v1, float **v2);
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extern float edlen(float *v1, float *v2);
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extern void deleteNodes(RNode *node);
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extern void subdivideTriNode(RNode *node, RNode *edge);
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extern void subdivideNode(RNode *node, RNode *edge);
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extern int comparelevel(RNode *node, RNode *nb, int level);
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/* radpreprocess.c */
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extern void splitconnected(void);
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extern int vergedge(const void *v1,const void *v2);
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extern void addedge(float *v1, float *v2, EdSort *es);
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extern void setedgepointers(void);
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extern void rad_collect_meshes(void);
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extern void countelem(RNode *rn);
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extern void countglobaldata(void);
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extern void addelem(RNode ***el, RNode *rn, RPatch *rp);
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extern void makeGlobalElemArray(void);
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extern void remakeGlobaldata(void);
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extern void splitpatch(RPatch *old);
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extern void addpatch(RPatch *old, RNode *rn);
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extern void converttopatches(void);
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extern void make_elements(void);
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extern void subdividelamps(void);
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extern void maxsizePatches(void);
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extern void subdiv_elements(void);
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/* radpostprocess.c */
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void addaccu(register char *z, register char *t);
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void addaccuweight(register char *z, register char *t, int w);
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void triaweight(Face *face, int *w1, int *w2, int *w3);
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void init_face_tab(void);
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Face *addface(void);
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Face *makeface(float *v1, float *v2, float *v3, float *v4, RNode *rn, short hasUV);
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void dofaceuv(Face *face, float uvs[8][2], short flag1, short flag2, short flag3, short flag4);
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void anchorQuadface(RNode *rn, float *v1, float *v2, float *v3, float *v4, int flag);
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void anchorTriface(RNode *rn, float *v1, float *v2, float *v3, int flag);
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float *findmiddlevertex(RNode *node, RNode *nb, float *v1, float *v2);
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void make_face_tab(void);
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void filterFaces(void);
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void calcfiltrad(RNode *rn, float *cd);
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void filterNodes(void);
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void removeEqualNodes(short limit);
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void rad_addmesh(void);
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void rad_replacemesh(void);
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/* raddisplay.c */
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extern char calculatecolor(float col);
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extern void make_node_display(void);
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extern void drawnodeWire(RNode *rn);
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extern void drawsingnodeWire(RNode *rn);
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extern void drawnodeSolid(RNode *rn);
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extern void drawnodeGour(RNode *rn);
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extern void drawpatch(RPatch *patch, unsigned int col);
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extern void drawfaceGour(Face *face);
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extern void drawfaceSolid(Face *face);
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extern void drawfaceWire(Face *face);
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extern void drawsquare(float *cent, float size, short cox, short coy);
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extern void drawlimits(void);
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extern void setcolNode(RNode *rn, unsigned int *col);
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extern void pseudoAmb(void);
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extern void rad_forcedraw(void);
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extern void drawpatch_ext(RPatch *patch, unsigned int col);
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extern void RAD_drawall(int depth_is_on);
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/* radrender.c */
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struct Render;
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extern void do_radio_render(struct Render *re);
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void end_radio_render(void);
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#endif /* RADIO_H */
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