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blender-archive/source/blender/radiosity/extern/include/radio.h
Ton Roosendaal 042d612df2 Giant commit!
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!
2006-01-23 22:05:47 +00:00

175 lines
6.0 KiB
C++

/* ***************************************
radio.h nov/dec 1992
revised for Blender may 1999
$Id$
***** 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 *****
*/
#ifndef RADIO_H
#define RADIO_H
#define RADIO_H
/* type include */
#include "radio_types.h"
extern RadGlobal RG;
/* radfactors.c */
extern float calcStokefactor(RPatch *shoot, RPatch *rp, RNode *rn, float *area);
extern void calcTopfactors(void);
void calcSidefactors(void);
extern void initradiosity(void);
extern void rad_make_hocos(RadView *vw);
extern void hemizbuf(RadView *vw);
extern int makeformfactors(RPatch *shoot);
extern void applyformfactors(RPatch *shoot);
extern RPatch *findshootpatch(void);
extern void setnodeflags(RNode *rn, int flag, int set);
extern void backface_test(RPatch *shoot);
extern void clear_backface_test(void);
extern void progressiverad(void);
extern void minmaxradelem(RNode *rn, float *min, float *max);
extern void minmaxradelemfilt(RNode *rn, float *min, float *max, float *errmin, float *errmax);
extern void subdivideshootElements(int it);
extern void subdivideshootPatches(int it);
extern void inithemiwindows(void);
extern void closehemiwindows(void);
void rad_init_energy(void);
/* radio.c */
void freeAllRad(void);
int rad_phase(void);
void rad_status_str(char *str);
void rad_printstatus(void);
void rad_setlimits(void);
void set_radglobal(void);
void add_radio(void);
void delete_radio(void);
int rad_go(void);
void rad_subdivshootpatch(void);
void rad_subdivshootelem(void);
void rad_limit_subdivide(void);
/* radnode.c */
extern void setnodelimit(float limit);
extern float *mallocVert(void);
extern float *callocVert(void);
extern void freeVert(float *vert);
extern RNode *mallocNode(void);
extern RNode *callocNode(void);
extern void freeNode(RNode *node);
extern void freeNode_recurs(RNode *node);
extern RPatch *mallocPatch(void);
extern RPatch *callocPatch(void);
extern void freePatch(RPatch *patch);
extern void replaceAllNode(RNode *, RNode *);
extern void replaceAllNodeInv(RNode *neighb, RNode *old);
extern void replaceAllNodeUp(RNode *neighb, RNode *old);
extern void replaceTestNode(RNode *, RNode **, RNode *, int , float *);
extern void free_fastAll(void);
/* radnode.c */
extern void start_fastmalloc(char *str);
extern int setvertexpointersNode(RNode *neighb, RNode *node, int level, float **v1, float **v2);
extern float edlen(float *v1, float *v2);
extern void deleteNodes(RNode *node);
extern void subdivideTriNode(RNode *node, RNode *edge);
extern void subdivideNode(RNode *node, RNode *edge);
extern int comparelevel(RNode *node, RNode *nb, int level);
/* radpreprocess.c */
extern void splitconnected(void);
extern int vergedge(const void *v1,const void *v2);
extern void addedge(float *v1, float *v2, EdSort *es);
extern void setedgepointers(void);
extern void rad_collect_meshes(void);
extern void countelem(RNode *rn);
extern void countglobaldata(void);
extern void addelem(RNode ***el, RNode *rn, RPatch *rp);
extern void makeGlobalElemArray(void);
extern void remakeGlobaldata(void);
extern void splitpatch(RPatch *old);
extern void addpatch(RPatch *old, RNode *rn);
extern void converttopatches(void);
extern void make_elements(void);
extern void subdividelamps(void);
extern void maxsizePatches(void);
extern void subdiv_elements(void);
/* radpostprocess.c */
void addaccu(register char *z, register char *t);
void addaccuweight(register char *z, register char *t, int w);
void triaweight(Face *face, int *w1, int *w2, int *w3);
void init_face_tab(void);
Face *addface(void);
Face *makeface(float *v1, float *v2, float *v3, float *v4, RNode *rn, short hasUV);
void dofaceuv(Face *face, float uvs[8][2], short flag1, short flag2, short flag3, short flag4);
void anchorQuadface(RNode *rn, float *v1, float *v2, float *v3, float *v4, int flag);
void anchorTriface(RNode *rn, float *v1, float *v2, float *v3, int flag);
float *findmiddlevertex(RNode *node, RNode *nb, float *v1, float *v2);
void make_face_tab(void);
void filterFaces(void);
void calcfiltrad(RNode *rn, float *cd);
void filterNodes(void);
void removeEqualNodes(short limit);
void rad_addmesh(void);
void rad_replacemesh(void);
/* raddisplay.c */
extern char calculatecolor(float col);
extern void make_node_display(void);
extern void drawnodeWire(RNode *rn);
extern void drawsingnodeWire(RNode *rn);
extern void drawnodeSolid(RNode *rn);
extern void drawnodeGour(RNode *rn);
extern void drawpatch(RPatch *patch, unsigned int col);
extern void drawfaceGour(Face *face);
extern void drawfaceSolid(Face *face);
extern void drawfaceWire(Face *face);
extern void drawsquare(float *cent, float size, short cox, short coy);
extern void drawlimits(void);
extern void setcolNode(RNode *rn, unsigned int *col);
extern void pseudoAmb(void);
extern void rad_forcedraw(void);
extern void drawpatch_ext(RPatch *patch, unsigned int col);
extern void RAD_drawall(int depth_is_on);
/* radrender.c */
struct Render;
extern void do_radio_render(struct Render *re);
void end_radio_render(void);
#endif /* RADIO_H */