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authorTon Roosendaal <ton@blender.org>2004-12-27 22:28:52 +0300
committerTon Roosendaal <ton@blender.org>2004-12-27 22:28:52 +0300
commit610cec55c7134c3dada168530ee833276677bae7 (patch)
tree428e061d0d42b79b9332688951baa3f189a3a985 /source/blender/render/intern/include/zbuf_int.h
parentc43c38140d59e9204d55a62c87e0b701f50f2538 (diff)
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
Diffstat (limited to 'source/blender/render/intern/include/zbuf_int.h')
-rw-r--r--source/blender/render/intern/include/zbuf_int.h197
1 files changed, 0 insertions, 197 deletions
diff --git a/source/blender/render/intern/include/zbuf_int.h b/source/blender/render/intern/include/zbuf_int.h
deleted file mode 100644
index 59a394d2908..00000000000
--- a/source/blender/render/intern/include/zbuf_int.h
+++ /dev/null
@@ -1,197 +0,0 @@
-/*
- * zbuf_int.h
- * internal interface for zbuf.h (ie. functions that are not used
- * anywhere else)
- *
- * $Id$
- *
- * ***** 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 ZBUF_INT_H
-#define ZBUF_INT_H
-
-#include "render_types.h"
-#include "zbuf_types.h"
-
-/**
- * Convert a homogenous coordinate to a z buffer coordinate. The
- * function makes use of Zmulx, Zmuly, the x and y scale factors for
- * the screen, and Zjitx, Zjity, the pixel offset. (These are declared
- * in render.c) The normalised z coordinate must fall on [0, 1].
- * @param zco [3, 4 floats] pointer to the resulting z buffer coordinate
- * @param hoco [4 floats] pointer to the homogenous coordinate of the
- * vertex in world space.
- */
-void hoco_to_zco(float *zco, float *hoco);
-
-/**
- * Fill the z buffer for alpha?
- *
- * This is one of the z buffer fill functions called in zbufclip() and
- * zbufwireclip().
- *
- * @param v1 [4 floats, world coordinates] first vertex
- * @param v2 [4 floats, world coordinates] second vertex
- * @param v3 [4 floats, world coordinates] third vertex
- */
-void zbufinvulAc(float *v1, float *v2, float *v3);
-
-/**
- * Fill the z buffer, but invert z order, and add the face index to
- * the corresponing face buffer.
- *
- * This is one of the z buffer fill functions called in zbufclip() and
- * zbufwireclip().
- *
- * @param v1 [4 floats, world coordinates] first vertex
- * @param v2 [4 floats, world coordinates] second vertex
- * @param v3 [4 floats, world coordinates] third vertex
- */
-void zbufinvulGLinv(float *v1, float *v2, float *v3);
-
-/**
- * Fill the z buffer, and add the face index to
- * the corresponing face buffer. Writes into R.rectz and R.rectot. It
- * assumes that Zvlnr is set to the face index of the face under
- * consideration. Zvlnr is written into R.rectot. R.rectz
- *
- * This is one of the z buffer fill functions called in zbufclip() and
- * zbufwireclip().
- *
- * @param v1 [4 floats, world coordinates] first vertex
- * @param v2 [4 floats, world coordinates] second vertex
- * @param v3 [4 floats, world coordinates] third vertex
- */
-void zbufinvulGL(float *v1, float *v2, float *v3);
-
-/**
- * Fill the z buffer. The face buffer is not operated on!
- *
- * This is one of the z buffer fill functions called in zbufclip() and
- * zbufwireclip().
- *
- * @param v1 [4 floats, world coordinates] first vertex
- * @param v2 [4 floats, world coordinates] second vertex
- * @param v3 [4 floats, world coordinates] third vertex
- */
-void zbufinvulGL_onlyZ(float *v1, float *v2, float *v3);
-
-/**
- * Prints 3 unlabelled floating point values to stdout. Used for diagnostics.
- * @param v1 any float
- * @param v2 any float
- * @param v3 any float
- */
-void print3floats(float *v1, float *v2, float *v3);
-
-/**
- * Checks labda and uses this to make decision about clipping the line
- * segment from v1 to v2. labda is the factor by which the vector is
- * cut. ( calculate s + l * ( t - s )). The result is appended to the
- * vertex list of this face.
- * Note: uses globals.
- * (arguments: one int, one pointer to int... why?)
- * @param v1 start coordinate s
- * @param v2 target coordinate t
- * @param b1
- * @param b2
- * @param clve vertex vector.
- */
-static void maakvertpira(float *v1, float *v2, int *b1, int b2, int *clve);
-
-/**
- * Sets labda: flag, and parametrize the clipping of vertices in
- * viewspace coordinates. labda = -1 means no clipping, labda in [0,
- * 1] means a clipping.
- * Note: uses globals.
- * @param v1 start coordinate s
- * @param v2 target coordinate t
- * @param b1
- * @param b2
- * @param b3
- * @param a index for coordinate (x, y, or z)
- */
-static void clipp(float *v1, float *v2, int b1, int *b2, int *b3, int a);
-
-/**
- * Tests whether this coordinate is 'inside' or 'outside' of the view
- * volume? By definition, this is in [0, 1].
- * @param p vertex z difference plus coordinate difference?
- * @param q origin z plus r minus some coordinate?
- * @param u1 [in/out] clip fraction for ?
- * @param u2 [in/out]
- * @return 0 if point is outside, or 1 if the point lies on the clip
- * boundary
- */
-static short cliptestf(float p, float q, float *u1, float *u2);
-
-
-/* not documented yet */
-/* not sure if these should stay static... */
-
-static int clipline(float *v1, float *v2);
-
-/**
- * Provide book-keeping for the z buffer data lists.
- */
-APixstr *addpsmainA(void);
-void freepsA(void);
-APixstr *addpsA(void);
-
-/**
- * Fill function for the z buffer (fills lines)
- */
-void zbuflineAc(float *vec1, float *vec2);
-void zbufline(float *vec1, float *vec2);
-
-
-/**
- * Copy results from the solid face z buffering to the transparent
- * buffer.
- */
-void copyto_abufz(int sample);
-
-/**
- * Do accumulation z buffering.
- */
-void zbuffer_abuf(void);
-
-/**
- * Shade this face at this location in SCS.
- */
-void shadetrapixel(float x, float y, int vlak, int mask, unsigned short *shortcol);
-
-/**
- * Determine the distance to the camera of this halo, in ZCS.
- */
-unsigned int calcHaloDist(HaloRen *har);
-
-#endif /* ZBUF_INT_H */
-