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!
179 lines
3.9 KiB
C
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 */
|