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authorTon Roosendaal <ton@blender.org>2006-01-24 01:05:47 +0300
committerTon Roosendaal <ton@blender.org>2006-01-24 01:05:47 +0300
commit042d612df219c8f6a29afa235537380f227b5684 (patch)
tree310a2c859b99c559115bbcda0aa70f2543bf962c /source/blender/radiosity
parent5668480c99001a617fd59a2383deb858195ffb26 (diff)
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!
Diffstat (limited to 'source/blender/radiosity')
-rw-r--r--source/blender/radiosity/SConscript3
-rw-r--r--source/blender/radiosity/extern/include/radio.h3
-rw-r--r--source/blender/radiosity/extern/include/radio_types.h3
-rw-r--r--source/blender/radiosity/intern/source/Makefile1
-rw-r--r--source/blender/radiosity/intern/source/radfactors.c8
-rw-r--r--source/blender/radiosity/intern/source/radio.c2
-rw-r--r--source/blender/radiosity/intern/source/radrender.c100
7 files changed, 64 insertions, 56 deletions
diff --git a/source/blender/radiosity/SConscript b/source/blender/radiosity/SConscript
index 6aef7396fd0..0c7205e6a83 100644
--- a/source/blender/radiosity/SConscript
+++ b/source/blender/radiosity/SConscript
@@ -18,7 +18,8 @@ rad_env.Append (CPPPATH = ['extern/include',
'../makesdna',
'../include',
'#/intern/guardedalloc',
- '../render/extern/include'])
+ '../render/extern/include',
+ '../render/intern/include'])
rad_env.Append (CPPPATH = user_options_dict['OPENGL_INCLUDE'])
diff --git a/source/blender/radiosity/extern/include/radio.h b/source/blender/radiosity/extern/include/radio.h
index 81fd9fdda2e..23aa30e3bda 100644
--- a/source/blender/radiosity/extern/include/radio.h
+++ b/source/blender/radiosity/extern/include/radio.h
@@ -166,7 +166,8 @@ extern void drawpatch_ext(RPatch *patch, unsigned int col);
extern void RAD_drawall(int depth_is_on);
/* radrender.c */
-extern void do_radio_render(void);
+struct Render;
+extern void do_radio_render(struct Render *re);
void end_radio_render(void);
#endif /* RADIO_H */
diff --git a/source/blender/radiosity/extern/include/radio_types.h b/source/blender/radiosity/extern/include/radio_types.h
index 442e00cb8ed..ae1f1e4f7ee 100644
--- a/source/blender/radiosity/extern/include/radio_types.h
+++ b/source/blender/radiosity/extern/include/radio_types.h
@@ -41,6 +41,8 @@
#include "DNA_listBase.h"
#include "DNA_material_types.h"
+struct Render;
+
#define DTWIRE 0
#define DTGOUR 2
#define DTSOLID 1
@@ -162,6 +164,7 @@ typedef struct {
float elemmin, elemmax;
float radfactor, lostenergy, igamma; /* radfac is in button, radfactor is calculated */
int phase;
+ struct Render *re; /* for calling hemizbuf correctly */
/* to preserve materials as used before, max 16 */
Material *matar[MAXMAT];
int totmat;
diff --git a/source/blender/radiosity/intern/source/Makefile b/source/blender/radiosity/intern/source/Makefile
index fd2ff50ca41..54a3af8e098 100644
--- a/source/blender/radiosity/intern/source/Makefile
+++ b/source/blender/radiosity/intern/source/Makefile
@@ -57,3 +57,4 @@ CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
# third is the external interface. there should be a nicer way to say this
CPPFLAGS += -I../include -I../../../include -I../../extern/include
CPPFLAGS += -I../../../render/extern/include
+CPPFLAGS += -I../../../render/intern/include
diff --git a/source/blender/radiosity/intern/source/radfactors.c b/source/blender/radiosity/intern/source/radfactors.c
index cbe861fa443..64beea24d23 100644
--- a/source/blender/radiosity/intern/source/radfactors.c
+++ b/source/blender/radiosity/intern/source/radfactors.c
@@ -53,11 +53,7 @@
#include "BIF_screen.h"
#include "radio.h"
-#include "render.h" /* for `RE_zbufferall_radio and RE_zbufferall_radio */
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
+#include "RE_render_ext.h" /* for `RE_zbufferall_radio and RE_zbufferall_radio */
/* locals */
void rad_setmatrices(RadView *vw);
@@ -290,7 +286,7 @@ void hemizbuf(RadView *vw)
int a, b, inda, hres;
rad_setmatrices(vw);
- RE_zbufferall_radio(vw, RG.elem, RG.totelem);
+ RE_zbufferall_radio(vw, RG.elem, RG.totelem, RG.re); /* Render for when we got renderfaces */
/* count factors */
if(vw->recty==vw->rectx) factors= RG.topfactors;
diff --git a/source/blender/radiosity/intern/source/radio.c b/source/blender/radiosity/intern/source/radio.c
index 923ab69db6e..21292e14df3 100644
--- a/source/blender/radiosity/intern/source/radio.c
+++ b/source/blender/radiosity/intern/source/radio.c
@@ -238,6 +238,8 @@ void set_radglobal()
RG.gamma= rad->gamma;
RG.maxiter= rad->maxiter;
+ RG.re= NULL; /* struct render, for when call it from render engine */
+
rad_setlimits();
}
diff --git a/source/blender/radiosity/intern/source/radrender.c b/source/blender/radiosity/intern/source/radrender.c
index a6ff8657d0c..ffb896a8c49 100644
--- a/source/blender/radiosity/intern/source/radrender.c
+++ b/source/blender/radiosity/intern/source/radrender.c
@@ -69,7 +69,11 @@
#include "BIF_screen.h"
#include "radio.h"
-#include "render.h"
+
+/* the radiosity module uses internal includes from render! */
+#include "renderpipeline.h"
+#include "render_types.h"
+#include "renderdatabase.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -80,7 +84,7 @@ static float maxenergy;
/* find the face with maximum energy to become shooter */
/* nb: _rr means rad-render version of existing radio call */
-static VlakRen *findshoot_rr(void)
+static VlakRen *findshoot_rr(Render *re)
{
RadFace *rf;
VlakRen *vlr=NULL, *shoot;
@@ -90,8 +94,8 @@ static VlakRen *findshoot_rr(void)
shoot= NULL;
maxenergy= 0.0;
- for(a=0; a<R.totvlak; a++) {
- if((a & 255)==0) vlr= R.blovl[a>>8]; else vlr++;
+ for(a=0; a<re->totvlak; a++) {
+ if((a & 255)==0) vlr= re->blovl[a>>8]; else vlr++;
if(vlr->radface) {
rf= vlr->radface;
rf->flag &= ~RAD_SHOOT;
@@ -116,7 +120,7 @@ static VlakRen *findshoot_rr(void)
return shoot;
}
-static void backface_test_rr(VlakRen *shoot)
+static void backface_test_rr(Render *re, VlakRen *shoot)
{
VlakRen *vlr=NULL;
RadFace *rf;
@@ -124,8 +128,8 @@ static void backface_test_rr(VlakRen *shoot)
int a;
/* backface testing */
- for(a=0; a<R.totvlak; a++) {
- if((a & 255)==0) vlr= R.blovl[a>>8]; else vlr++;
+ for(a=0; a<re->totvlak; a++) {
+ if((a & 255)==0) vlr= re->blovl[a>>8]; else vlr++;
if(vlr->radface) {
if(vlr!=shoot) {
rf= vlr->radface;
@@ -139,15 +143,15 @@ static void backface_test_rr(VlakRen *shoot)
}
}
-static void clear_backface_test_rr()
+static void clear_backface_test_rr(Render *re)
{
VlakRen *vlr=NULL;
RadFace *rf;
int a;
/* backface flag clear */
- for(a=0; a<R.totvlak; a++) {
- if((a & 255)==0) vlr= R.blovl[a>>8]; else vlr++;
+ for(a=0; a<re->totvlak; a++) {
+ if((a & 255)==0) vlr= re->blovl[a>>8]; else vlr++;
if(vlr->radface) {
rf= vlr->radface;
@@ -159,7 +163,7 @@ static void clear_backface_test_rr()
extern RadView hemitop, hemiside; // radfactors.c
/* hemi-zbuffering, delivers formfactors array */
-static void makeformfactors_rr(VlakRen *shoot)
+static void makeformfactors_rr(Render *re, VlakRen *shoot)
{
VlakRen *vlr=NULL;
RadFace *rf;
@@ -203,8 +207,8 @@ static void makeformfactors_rr(VlakRen *shoot)
/* convert factors to real radiosity */
fp= RG.formfactors;
- for(a=0; a<R.totvlak; a++) {
- if((a & 255)==0) vlr= R.blovl[a>>8]; else vlr++;
+ for(a=0; a<re->totvlak; a++) {
+ if((a & 255)==0) vlr= re->blovl[a>>8]; else vlr++;
if(vlr->radface) {
rf= vlr->radface;
@@ -218,7 +222,7 @@ static void makeformfactors_rr(VlakRen *shoot)
}
/* based at RG.formfactors array, distribute shoot energy over other faces */
-static void applyformfactors_rr(VlakRen *shoot)
+static void applyformfactors_rr(Render *re, VlakRen *shoot)
{
VlakRen *vlr=NULL;
RadFace *rf;
@@ -231,8 +235,8 @@ static void applyformfactors_rr(VlakRen *shoot)
fp= RG.formfactors;
- for(a=0; a<R.totvlak; a++) {
- if((a & 255)==0) vlr= R.blovl[a>>8]; else vlr++;
+ for(a=0; a<re->totvlak; a++) {
+ if((a & 255)==0) vlr= re->blovl[a>>8]; else vlr++;
if(vlr->radface) {
rf= vlr->radface;
@@ -263,52 +267,51 @@ static void applyformfactors_rr(VlakRen *shoot)
/* main loop for itterations */
-static void progressiverad_rr()
+static void progressiverad_rr(Render *re)
{
- extern void RE_local_timecursor(int); // RE_callbacks.c
VlakRen *shoot;
float unshot[3];
int it= 0;
- shoot= findshoot_rr();
+ shoot= findshoot_rr(re);
while( shoot ) {
/* backfaces receive no energy, but are zbuffered... */
- backface_test_rr(shoot);
+ backface_test_rr(re, shoot);
/* ...unless it's two sided */
if(shoot->radface->flag & RAD_TWOSIDED) {
VECCOPY(unshot, shoot->radface->unshot);
VecMulf(shoot->radface->norm, -1.0);
- makeformfactors_rr(shoot);
- applyformfactors_rr(shoot);
+ makeformfactors_rr(re, shoot);
+ applyformfactors_rr(re, shoot);
VecMulf(shoot->radface->norm, -1.0);
VECCOPY(shoot->radface->unshot, unshot);
}
/* hemi-zbuffers */
- makeformfactors_rr(shoot);
+ makeformfactors_rr(re, shoot);
/* based at RG.formfactors array, distribute shoot energy over other faces */
- applyformfactors_rr(shoot);
+ applyformfactors_rr(re, shoot);
it++;
- RE_local_timecursor(it);
+ re->timecursor(it);
- clear_backface_test_rr();
+ clear_backface_test_rr(re);
if(blender_test_break()) break;
if(RG.maxiter && RG.maxiter<=it) break;
- shoot= findshoot_rr();
+ shoot= findshoot_rr(re);
}
printf(" Unshot energy:%f\n", 1000.0*maxenergy);
- RE_local_timecursor((G.scene->r.cfra));
+ re->timecursor((G.scene->r.cfra));
}
static RadFace *radfaces=NULL;
-static void initradfaces(void)
+static void initradfaces(Render *re)
{
VlakRen *vlr= NULL;
RadFace *rf;
@@ -323,8 +326,8 @@ static void initradfaces(void)
RG.max[0]= RG.max[1]= RG.max[2]= -1.0e20;
/* count first for fast malloc */
- for(a=0; a<R.totvlak; a++) {
- if((a & 255)==0) vlr= R.blovl[a>>8]; else vlr++;
+ for(a=0; a<re->totvlak; a++) {
+ if((a & 255)==0) vlr= re->blovl[a>>8]; else vlr++;
if(vlr->mat->mode & MA_RADIO) {
if(vlr->mat->emit > 0.0) {
@@ -339,8 +342,8 @@ printf(" Rad elems: %d emittors %d\n", RG.totelem, RG.totpatch);
/* make/init radfaces */
rf=radfaces= MEM_callocN(RG.totelem*sizeof(RadFace), "radfaces");
- for(a=0; a<R.totvlak; a++) {
- if((a & 255)==0) vlr= R.blovl[a>>8]; else vlr++;
+ for(a=0; a<re->totvlak; a++) {
+ if((a & 255)==0) vlr= re->blovl[a>>8]; else vlr++;
if(vlr->mat->mode & MA_RADIO) {
@@ -403,7 +406,7 @@ static void vecaddfac(float *vec, float *v1, float *v2, float fac)
/* static void filter_rad_values(void) */
-static void make_vertex_rad_values()
+static void make_vertex_rad_values(Render *re)
{
VertRen *v1=NULL;
VlakRen *vlr=NULL;
@@ -415,8 +418,8 @@ static void make_vertex_rad_values()
RG.radfactor= RG.radfac*pow(64*64, RG.igamma)/128.0; /* compatible with radio-tool */
/* accumulate vertexcolors */
- for(a=0; a<R.totvlak; a++) {
- if((a & 255)==0) vlr= R.blovl[a>>8]; else vlr++;
+ for(a=0; a<re->totvlak; a++) {
+ if((a & 255)==0) vlr= re->blovl[a>>8]; else vlr++;
if(vlr->radface) {
rf= vlr->radface;
@@ -431,20 +434,20 @@ static void make_vertex_rad_values()
if(vlr->mat->g > 0.0) rf->totrad[1]/= vlr->mat->g;
if(vlr->mat->b > 0.0) rf->totrad[2]/= vlr->mat->b;
- col= RE_vertren_get_rad(vlr->v1, 1);
+ col= RE_vertren_get_rad(re, vlr->v1, 1);
vecaddfac(col, col, rf->totrad, rf->area);
col[3]+= rf->area;
- col= RE_vertren_get_rad(vlr->v2, 1);
+ col= RE_vertren_get_rad(re, vlr->v2, 1);
vecaddfac(col, col, rf->totrad, rf->area);
col[3]+= rf->area;
- col= RE_vertren_get_rad(vlr->v3, 1);
+ col= RE_vertren_get_rad(re, vlr->v3, 1);
vecaddfac(col, col, rf->totrad, rf->area);
col[3]+= rf->area;
if(vlr->v4) {
- col= RE_vertren_get_rad(vlr->v4, 1);
+ col= RE_vertren_get_rad(re, vlr->v4, 1);
vecaddfac(col, col, rf->totrad, rf->area);
col[3]+= rf->area;
}
@@ -452,9 +455,9 @@ static void make_vertex_rad_values()
}
/* make vertex colors */
- for(a=0; a<R.totvert; a++) {
- if((a & 255)==0) v1= RE_findOrAddVert(a); else v1++;
- col= RE_vertren_get_rad(v1, 0);
+ for(a=0; a<re->totvert; a++) {
+ if((a & 255)==0) v1= RE_findOrAddVert(re, a); else v1++;
+ col= RE_vertren_get_rad(re, v1, 0);
if(col[3]>0.0) {
col[0]/= col[3];
col[1]/= col[3];
@@ -465,22 +468,23 @@ static void make_vertex_rad_values()
}
/* main call, extern */
-void do_radio_render(void)
+void do_radio_render(Render *re)
{
if(G.scene->radio==NULL) add_radio();
freeAllRad(); /* just in case radio-tool is still used */
set_radglobal(); /* init the RG struct */
-
- initradfaces(); /* add radface structs to render faces */
+ RG.re= re; /* only used by hemizbuf(), prevents polluting radio code all over */
+
+ initradfaces(re); /* add radface structs to render faces */
if(RG.totenergy>0.0) {
initradiosity(); /* LUT's */
inithemiwindows(); /* views, need RG.maxsize for clipping */
- progressiverad_rr(); /* main radio loop */
+ progressiverad_rr(re); /* main radio loop */
- make_vertex_rad_values(); /* convert face energy to vertex ones */
+ make_vertex_rad_values(re); /* convert face energy to vertex ones */
}