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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2007-12-15 23:41:45 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2007-12-15 23:41:45 +0300
commit460dd7a7bbd43526e684bde96fcb6098676afdc8 (patch)
tree84f48511c9fbc9cf3bef84e139b22191cd581e1f /source/blender/render/intern/include/shading.h
parentdbc8e1e883c136ffa69e7216370bc5100fad5970 (diff)
Render Instancing
================= Big commit, but little user visible changes. - Dupliverts and duplifaces are now rendered as instances, instead of storing all of the geometry for each dupli, now an instance is created with a matrix transform refering to the source object. This should allow us to render tree leaves more memory efficient. - Radiosity and to some degree raytracing of such objects is not really efficient still. For radiosity this is fundamentally hard to solve, but raytracing an octree could be created for each object, but the current octree code with it's fixed size doesn't allow this efficiently. - The regression tests survived, but with I expect that some bugs will pop up .. hopefully not too many :). Implementation Notes ==================== - Dupligroups and linked meshes are not rendered as instances yet, since they can in fact be different due to various reasons, instancing of these types of duplis that are the same can be added for them at a later point. - Each ObjectRen now stores it's own database, instead of there being one big databases of faces, verts, .. . Which objects that are actually rendered are defined by the list of ObjectRenInstances, which all refer to an ObjectRen. - Homogeneous coordinatess and clipping is now not stored in vertices anymore, but instead computed on the fly. This couldn't work for instances. That does mean some extra computation has to be done, but memory lookups can be slow too, and this saves some memory. Overall I didn't find a significant speed impact. - OSA rendering for solid and ztransp now is different. Instead of e.g. going 8 times over the databases times and rendering the z-buffer, it now goes over the database once and renders each polygon 8 times. That was necessary to keep instances efficient, and can also give some performance improvement without instances. - There was already instancing support in the yafray export code, now it uses Blender's render instances for export. - UV and color layer storage in the render was a bit messy before, now should be easier to understand. - convertblender.c was reorganized somewhat. Regular render, speedvector and baking now use a single function to create the database, previously there was code duplicated for it. - Some of these changes were done with future multithreading of scene and shadow buffer creation in mind, though especially for scene creation much work remains to be done to make it threadsafe, since it also involves a lot of code from blenkernel, and there is an ugly conflict with the way dupli groups work here .. though in the render code itself it's almost there.
Diffstat (limited to 'source/blender/render/intern/include/shading.h')
-rw-r--r--source/blender/render/intern/include/shading.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h
index 3390c32ebfe..6ca63a2976d 100644
--- a/source/blender/render/intern/include/shading.h
+++ b/source/blender/render/intern/include/shading.h
@@ -32,6 +32,7 @@ struct LampRen;
struct VlakRen;
struct StrandSegment;
struct StrandPoint;
+struct ObjectInstanceRen obi;
/* shadeinput.c */
@@ -52,12 +53,13 @@ typedef struct ShadeSample {
/* also the node shader callback */
void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
-void shade_input_set_triangle_i(struct ShadeInput *shi, struct VlakRen *vlr, short i1, short i2, short i3);
-void shade_input_set_triangle(struct ShadeInput *shi, volatile int facenr, int normal_flip);
+void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3);
+void shade_input_set_triangle(struct ShadeInput *shi, volatile int obi, volatile int facenr, int normal_flip);
void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from);
void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float z);
void shade_input_set_uv(struct ShadeInput *shi);
void shade_input_set_normals(struct ShadeInput *shi);
+void shade_input_flip_normals(struct ShadeInput *shi);
void shade_input_set_shade_texco(struct ShadeInput *shi);
void shade_input_set_strand(struct ShadeInput *shi, struct StrandRen *strand, struct StrandPoint *spoint);
void shade_input_set_strand_texco(struct ShadeInput *shi, struct StrandRen *strand, struct StrandVert *svert, struct StrandPoint *spoint);