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blender-archive/source/blender/blenlib/intern/jitter.c
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

179 lines
3.9 KiB
C

/**
* Jitter offset table
*
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_arithb.h"
#include "BLI_rand.h"
#include "BLI_jitter.h"
void BLI_jitterate1(float *jit1, float *jit2, int num, float rad1)
{
int i , j , k;
float vecx, vecy, dvecx, dvecy, x, y, len;
for (i = 2*num-2; i>=0 ; i-=2) {
dvecx = dvecy = 0.0;
x = jit1[i];
y = jit1[i+1];
for (j = 2*num-2; j>=0 ; j-=2) {
if (i != j){
vecx = jit1[j] - x - 1.0;
vecy = jit1[j+1] - y - 1.0;
for (k = 3; k>0 ; k--){
if( fabs(vecx)<rad1 && fabs(vecy)<rad1) {
len= sqrt(vecx*vecx + vecy*vecy);
if(len>0 && len<rad1) {
len= len/rad1;
dvecx += vecx/len;
dvecy += vecy/len;
}
}
vecx += 1.0;
if( fabs(vecx)<rad1 && fabs(vecy)<rad1) {
len= sqrt(vecx*vecx + vecy*vecy);
if(len>0 && len<rad1) {
len= len/rad1;
dvecx += vecx/len;
dvecy += vecy/len;
}
}
vecx += 1.0;
if( fabs(vecx)<rad1 && fabs(vecy)<rad1) {
len= sqrt(vecx*vecx + vecy*vecy);
if(len>0 && len<rad1) {
len= len/rad1;
dvecx += vecx/len;
dvecy += vecy/len;
}
}
vecx -= 2.0;
vecy += 1.0;
}
}
}
x -= dvecx/18.0 ;
y -= dvecy/18.0;
x -= floor(x) ;
y -= floor(y);
jit2[i] = x;
jit2[i+1] = y;
}
memcpy(jit1,jit2,2 * num * sizeof(float));
}
void BLI_jitterate2(float *jit1, float *jit2, int num, float rad2)
{
int i, j;
float vecx, vecy, dvecx, dvecy, x, y;
for (i=2*num -2; i>= 0 ; i-=2){
dvecx = dvecy = 0.0;
x = jit1[i];
y = jit1[i+1];
for (j =2*num -2; j>= 0 ; j-=2){
if (i != j){
vecx = jit1[j] - x - 1.0;
vecy = jit1[j+1] - y - 1.0;
if( fabs(vecx)<rad2) dvecx+= vecx*rad2;
vecx += 1.0;
if( fabs(vecx)<rad2) dvecx+= vecx*rad2;
vecx += 1.0;
if( fabs(vecx)<rad2) dvecx+= vecx*rad2;
if( fabs(vecy)<rad2) dvecy+= vecy*rad2;
vecy += 1.0;
if( fabs(vecy)<rad2) dvecy+= vecy*rad2;
vecy += 1.0;
if( fabs(vecy)<rad2) dvecy+= vecy*rad2;
}
}
x -= dvecx/2 ;
y -= dvecy/2;
x -= floor(x) ;
y -= floor(y);
jit2[i] = x;
jit2[i+1] = y;
}
memcpy(jit1,jit2,2 * num * sizeof(float));
}
void BLI_initjit(float *jitarr, int num)
{
float *jit2, x, rad1, rad2, rad3;
int i;
if(num==0) return;
jit2= MEM_mallocN(12 + 2*sizeof(float)*num, "initjit");
rad1= 1.0/sqrt((float)num);
rad2= 1.0/((float)num);
rad3= sqrt((float)num)/((float)num);
BLI_srand(31415926 + num);
x= 0;
for(i=0; i<2*num; i+=2) {
jitarr[i]= x+ rad1*(0.5-BLI_drand());
jitarr[i+1]= ((float)i/2)/num +rad1*(0.5-BLI_drand());
x+= rad3;
x -= floor(x);
}
for (i=0 ; i<24 ; i++) {
BLI_jitterate1(jitarr, jit2, num, rad1);
BLI_jitterate1(jitarr, jit2, num, rad1);
BLI_jitterate2(jitarr, jit2, num, rad2);
}
MEM_freeN(jit2);
/* finally, move jittertab to be centered around (0,0) */
for(i=0; i<2*num; i+=2) {
jitarr[i] -= 0.5;
jitarr[i+1] -= 0.5;
}
}
/* eof */