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Diffstat (limited to 'source/blender/render/intern/source/envmap.c')
-rw-r--r--source/blender/render/intern/source/envmap.c689
1 files changed, 689 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/envmap.c b/source/blender/render/intern/source/envmap.c
new file mode 100644
index 00000000000..8aebe3670d0
--- /dev/null
+++ b/source/blender/render/intern/source/envmap.c
@@ -0,0 +1,689 @@
+
+/* envmap.c RENDER
+ *
+ * ***** 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 *****
+ *
+ * may 1999
+ *
+ * $Id$
+ */
+
+#include <math.h>
+#include <string.h>
+
+#ifdef WIN32
+#include "BLI_winstuff.h"
+#endif
+
+/* external modules: */
+#include "MEM_guardedalloc.h"
+#include "BLI_arithb.h"
+#include "BLI_blenlib.h"
+#include "IMB_imbuf_types.h"
+#include "IMB_imbuf.h" /* for rectcpy */
+
+#include "DNA_texture_types.h"
+#include "DNA_image_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_texture_types.h"
+
+#include "BIF_space.h"
+#include "BIF_toolbox.h"
+
+#include "BKE_library.h"
+#include "BKE_main.h"
+#include "BKE_global.h"
+#include "BKE_world.h" // init_render_world
+#include "BKE_image.h" // BKE_write_ibuf
+
+
+/* this module */
+#include "RE_callbacks.h"
+#include "render.h"
+#include "render_intern.h"
+#include "envmap.h"
+#include "mydevice.h"
+#include "rendercore.h" /* calls zbufShade(DA).... I want to replace this with my own :)*/
+#include "renderHelp.h"
+#include "MTC_matrixops.h"
+#include "zbuf.h"
+
+/* ------------------------------------------------------------------------- */
+
+void envmap_split_ima(EnvMap *env);
+void envmap_renderdata(EnvMap *env);
+void envmap_transmatrix(float mat[][4], int part);
+void env_rotate_scene(float mat[][4], int mode);
+void env_layerflags(unsigned int notlay);
+void env_set_imats(void);
+void render_envmap(EnvMap *env);
+int envcube_isect(float *vec, float *answ);
+static void set_dxtdyt(float *dxts, float *dyts, float *dxt, float *dyt, int face);
+
+/* ------------------------------------------------------------------------- */
+
+EnvMap *RE_add_envmap(void)
+{
+ EnvMap *env;
+
+ env= MEM_callocN(sizeof(EnvMap), "envmap");
+ env->type= ENV_CUBE;
+ env->stype= ENV_STATIC;
+ env->clipsta= 0.1;
+ env->clipend= 100.0;
+ env->cuberes= 100;
+
+ return env;
+} /* end of EnvMap *RE_add_envmap() */
+
+/* ------------------------------------------------------------------------- */
+
+EnvMap *RE_copy_envmap(EnvMap *env)
+{
+ EnvMap *envn;
+ int a;
+
+ envn= MEM_dupallocN(env);
+ envn->ok= 0;
+ for(a=0; a<6; a++) envn->cube[a]= 0;
+ if(envn->ima) id_us_plus((ID *)envn->ima);
+
+ return envn;
+}
+
+/* ------------------------------------------------------------------------- */
+
+void RE_free_envmapdata(EnvMap *env)
+{
+ Image *ima;
+ int a, part;
+
+ for(part=0; part<6; part++) {
+ ima= env->cube[part];
+ if(ima) {
+ if(ima->ibuf) IMB_freeImBuf(ima->ibuf);
+
+ for(a=0; a<BLI_ARRAY_NELEMS(ima->mipmap); a++) {
+ if(ima->mipmap[a]) IMB_freeImBuf(ima->mipmap[a]);
+ }
+ MEM_freeN(ima);
+ env->cube[part]= 0;
+ }
+ }
+ env->ok= 0;
+}
+
+/* ------------------------------------------------------------------------- */
+
+void RE_free_envmap(EnvMap *env)
+{
+
+ RE_free_envmapdata(env);
+ MEM_freeN(env);
+
+}
+
+/* ------------------------------------------------------------------------- */
+
+void envmap_split_ima(EnvMap *env)
+{
+ ImBuf *ibuf;
+ Image *ima;
+/* extern rectcpy(); */
+ int dx, part;
+
+ RE_free_envmapdata(env);
+
+ dx= env->ima->ibuf->y;
+ dx/= 2;
+ if(3*dx != env->ima->ibuf->x) {
+ error("Incorrect envmap size");
+ env->ok= 0;
+ env->ima->ok= 0;
+ }
+ else {
+ for(part=0; part<6; part++) {
+ ibuf= IMB_allocImBuf(dx, dx, 24, IB_rect, 0);
+ ima= MEM_callocN(sizeof(Image), "image");
+ ima->ibuf= ibuf;
+ ima->ok= 1;
+ env->cube[part]= ima;
+ }
+ IMB_rectop(env->cube[0]->ibuf, env->ima->ibuf,
+ 0, 0, 0, 0, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[1]->ibuf, env->ima->ibuf,
+ 0, 0, dx, 0, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[2]->ibuf, env->ima->ibuf,
+ 0, 0, 2*dx, 0, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[3]->ibuf, env->ima->ibuf,
+ 0, 0, 0, dx, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[4]->ibuf, env->ima->ibuf,
+ 0, 0, dx, dx, dx, dx, IMB_rectcpy, 0);
+ IMB_rectop(env->cube[5]->ibuf, env->ima->ibuf,
+ 0, 0, 2*dx, dx, dx, dx, IMB_rectcpy, 0);
+ env->ok= 2;
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+/* ****************** RENDER ********************** */
+
+void envmap_renderdata(EnvMap *env)
+{
+ static RE_Render envR;
+ static Object *camera;
+
+ if(env) {
+ envR= R;
+ camera= G.scene->camera;
+
+ env->cuberes &= 0xFFFC;
+ R.rectx= R.r.xsch= R.recty= R.r.ysch= env->cuberes;
+ R.afmx= R.afmy= R.r.xsch/2;
+ R.xstart= R.ystart= -R.afmx;
+ R.xend= R.yend= R.xstart+R.rectx-1;
+
+ R.r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR);
+ R.r.xparts= R.r.yparts= 1;
+ R.r.bufflag= 0;
+ R.r.size= 100;
+ R.ycor= 1.0;
+ R.r.yasp= R.r.xasp= 1;
+
+ R.near= env->clipsta;
+ R.far= env->clipend;
+
+ G.scene->camera= env->object;
+
+ }
+ else {
+ /* this to make sure init_renderdisplay works */
+ envR.winx= R.winx;
+ envR.winy= R.winy;
+ envR.winxof= R.winxof;
+ envR.winyof= R.winyof;
+
+ R= envR;
+ G.scene->camera= camera;
+ }
+
+}
+
+/* ------------------------------------------------------------------------- */
+
+void envmap_transmatrix(float mat[][4], int part)
+{
+ float tmat[4][4], eul[3], rotmat[4][4];
+
+ eul[0]= eul[1]= eul[2]= 0.0;
+
+ if(part==0) { /* neg z */
+ ;
+ } else if(part==1) { /* pos z */
+ eul[0]= M_PI;
+ } else if(part==2) { /* pos y */
+ eul[0]= M_PI/2.0;
+ } else if(part==3) { /* neg x */
+ eul[0]= M_PI/2.0;
+ eul[2]= M_PI/2.0;
+ } else if(part==4) { /* neg y */
+ eul[0]= M_PI/2.0;
+ eul[2]= M_PI;
+ } else { /* pos x */
+ eul[0]= M_PI/2.0;
+ eul[2]= -M_PI/2.0;
+ }
+
+ MTC_Mat4CpyMat4(tmat, mat);
+ EulToMat4(eul, rotmat);
+ MTC_Mat4MulSerie(mat, tmat, rotmat,
+ 0, 0, 0,
+ 0, 0, 0);
+}
+
+/* ------------------------------------------------------------------------- */
+
+void env_rotate_scene(float mat[][4], int mode)
+{
+ VlakRen *vlr = NULL;
+ VertRen *ver = NULL;
+ LampRen *lar = NULL;
+ HaloRen *har = NULL;
+ float xn, yn, zn, imat[3][3], pmat[4][4], smat[4][4], tmat[4][4];
+ int a;
+
+ if(mode==0) {
+ MTC_Mat4Invert(tmat, mat);
+ MTC_Mat3CpyMat4(imat, tmat);
+ }
+ else {
+ MTC_Mat4CpyMat4(tmat, mat);
+ MTC_Mat3CpyMat4(imat, mat);
+ }
+
+ for(a=0; a<R.totvert; a++) {
+ if((a & 255)==0) ver= R.blove[a>>8];
+ else ver++;
+
+ MTC_Mat4MulVecfl(tmat, ver->co);
+
+ xn= ver->n[0];
+ yn= ver->n[1];
+ zn= ver->n[2];
+ /* geen transpose ! */
+ ver->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn;
+ ver->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn;
+ ver->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn;
+ Normalise(ver->n);
+ }
+
+ for(a=0; a<R.tothalo; a++) {
+ if((a & 255)==0) har= R.bloha[a>>8];
+ else har++;
+
+ MTC_Mat4MulVecfl(tmat, har->co);
+ }
+
+ for(a=0; a<R.totvlak; a++) {
+ if((a & 255)==0) vlr= R.blovl[a>>8];
+ else vlr++;
+
+ xn= vlr->n[0];
+ yn= vlr->n[1];
+ zn= vlr->n[2];
+ /* geen transpose ! */
+ vlr->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn;
+ vlr->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn;
+ vlr->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn;
+ Normalise(vlr->n);
+ }
+
+ set_normalflags();
+
+ for(a=0; a<R.totlamp; a++) {
+ lar= R.la[a];
+
+ /* smat should actually be a 3x3 matrix, the 4x4 declaration is */
+ /* just for confusion. */
+
+ /* Only the left-top 3x3 is copied...? smat is 4by4! imat is 3x3 */
+ /* Actually, it is not: Mat3CpyMat3 copies the first 9 floats! */
+ /* What should happen is mat4cpymat3 */
+/* Mat3CpyMat3(smat, lar->imat); */
+ MTC_Mat4CpyMat3nc(smat, lar->imat);
+ /* This would be lar->imat = smat * imat, so 3d = 4d * 3d? */
+ /* the mat3mulmat3 does a multiply on the wrong elements.... */
+/* Mat3MulMat3(lar->imat, smat, imat); */
+ MTC_Mat4MulMat33(lar->imat, smat, imat);
+ MTC_Mat3MulVecfl(imat, lar->vec);
+ MTC_Mat4MulVecfl(tmat, lar->co);
+
+ lar->sh_invcampos[0]= -lar->co[0];
+ lar->sh_invcampos[1]= -lar->co[1];
+ lar->sh_invcampos[2]= -lar->co[2];
+ MTC_Mat3MulVecfl(lar->imat, lar->sh_invcampos);
+ lar->sh_invcampos[2]*= lar->sh_zfac;
+
+ if(lar->shb) {
+ if(mode==1) {
+ MTC_Mat4Invert(pmat, mat);
+ MTC_Mat4MulMat4(smat, pmat, lar->shb->viewmat);
+ MTC_Mat4MulMat4(lar->shb->persmat, smat, lar->shb->winmat);
+ }
+ else MTC_Mat4MulMat4(lar->shb->persmat, lar->shb->viewmat, lar->shb->winmat);
+ }
+ }
+
+}
+
+/* ------------------------------------------------------------------------- */
+
+void env_layerflags(unsigned int notlay)
+{
+ VlakRen *vlr = NULL;
+ int a;
+
+ for(a=0; a<R.totvlak; a++) {
+ if((a & 255)==0) vlr= R.blovl[a>>8];
+ else vlr++;
+ if(vlr->lay & notlay) vlr->flag &= ~R_VISIBLE;
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+
+void env_set_imats()
+{
+ Base *base;
+ float mat[4][4];
+
+ base= G.scene->base.first;
+ while(base) {
+ MTC_Mat4MulMat4(mat, base->object->obmat, R.viewmat);
+ MTC_Mat4Invert(base->object->imat, mat);
+
+ base= base->next;
+ }
+
+}
+
+/* ------------------------------------------------------------------------- */
+
+void render_envmap(EnvMap *env)
+{
+ /* only the cubemap is implemented */
+ ImBuf *ibuf;
+ Image *ima;
+ float oldviewinv[4][4], mat[4][4], tmat[4][4];
+ short part;
+
+ /* need a recalc: ortho-render has no correct viewinv */
+ MTC_Mat4Invert(oldviewinv, R.viewmat);
+
+ /* setup necessary globals */
+ envmap_renderdata(env);
+
+ RE_local_init_render_display();
+
+ R.rectot= MEM_mallocN(sizeof(int)*R.rectx*R.recty, "rectot");
+ R.rectz= MEM_mallocN(sizeof(int)*R.rectx*R.recty, "rectz");
+
+ for(part=0; part<6; part++) {
+
+ RE_local_clear_render_display(R.win);
+ fillrect(R.rectot, R.rectx, R.recty, 0);
+
+ RE_setwindowclip(1,-1); /* geen jit:(-1) */
+
+ MTC_Mat4CpyMat4(tmat, G.scene->camera->obmat);
+ MTC_Mat4Ortho(tmat);
+ envmap_transmatrix(tmat, part);
+ MTC_Mat4Invert(mat, tmat);
+ /* mat now is the camera 'viewmat' */
+
+ MTC_Mat4CpyMat4(R.viewmat, mat);
+ MTC_Mat4CpyMat4(R.viewinv, tmat);
+
+ /* we have to correct for the already rotated vertexcoords */
+ MTC_Mat4MulMat4(tmat, oldviewinv, R.viewmat);
+ MTC_Mat4Invert(env->imat, tmat);
+
+ env_rotate_scene(tmat, 1);
+ init_render_world();
+ setzbufvlaggen(RE_projectverto);
+ env_layerflags(env->notlay);
+ env_set_imats();
+
+ if(RE_local_test_break()==0) {
+
+ RE_local_printrenderinfo(0.0, part);
+
+ if(R.r.mode & R_OSA) zbufshadeDA();
+ else zbufshade();
+
+ }
+
+ /* rotate back */
+ env_rotate_scene(tmat, 0);
+
+ if(RE_local_test_break()==0) {
+ ibuf= IMB_allocImBuf(R.rectx, R.recty, 24, IB_rect, 0);
+ ima= MEM_callocN(sizeof(Image), "image");
+ memcpy(ibuf->rect, R.rectot, 4*ibuf->x*ibuf->y);
+ ima->ibuf= ibuf;
+ ima->ok= 1;
+ env->cube[part]= ima;
+ }
+
+ if(RE_local_test_break()) break;
+
+ }
+
+ if(R.rectz) MEM_freeN(R.rectz); R.rectz= 0;
+ if(R.rectot) MEM_freeN(R.rectot); R.rectot= 0;
+
+ if(RE_local_test_break()) RE_free_envmapdata(env);
+ else {
+ if(R.r.mode & R_OSA) env->ok= ENV_OSA;
+ else env->ok= ENV_NORMAL;
+ env->lastframe= G.scene->r.cfra;
+ }
+
+ /* restore */
+ envmap_renderdata(0);
+ env_set_imats();
+ init_render_world();
+
+}
+
+/* ------------------------------------------------------------------------- */
+
+void make_envmaps()
+{
+ Tex *tex;
+ int do_init= 0;
+
+ tex= G.main->tex.first;
+ while(tex) {
+ if(tex->id.us && tex->type==TEX_ENVMAP) {
+ if(tex->env && tex->env->object) {
+ if(tex->env->object->lay & G.scene->lay) {
+ if(tex->env->stype!=ENV_LOAD) {
+
+ if(tex->env->ok==0) {
+ do_init= 1;
+ render_envmap(tex->env);
+ }
+ else if((R.r.mode & R_OSA) && tex->env->ok==ENV_NORMAL) {
+ do_init= 1;
+ RE_free_envmapdata(tex->env);
+ render_envmap(tex->env);
+ }
+ }
+ }
+ }
+ }
+ tex= tex->id.next;
+ }
+
+ if(do_init) {
+ RE_local_init_render_display();
+ RE_local_clear_render_display(R.win);
+ allqueue(REDRAWBUTSTEX, 0);
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+
+int envcube_isect(float *vec, float *answ)
+{
+ float labda;
+ int face;
+
+ /* which face */
+ if( vec[2]<=-fabs(vec[0]) && vec[2]<=-fabs(vec[1]) ) {
+ face= 0;
+ labda= -1.0/vec[2];
+ answ[0]= labda*vec[0];
+ answ[1]= labda*vec[1];
+ }
+ else if( vec[2]>=fabs(vec[0]) && vec[2]>=fabs(vec[1]) ) {
+ face= 1;
+ labda= 1.0/vec[2];
+ answ[0]= labda*vec[0];
+ answ[1]= -labda*vec[1];
+ }
+ else if( vec[1]>=fabs(vec[0]) ) {
+ face= 2;
+ labda= 1.0/vec[1];
+ answ[0]= labda*vec[0];
+ answ[1]= labda*vec[2];
+ }
+ else if( vec[0]<=-fabs(vec[1]) ) {
+ face= 3;
+ labda= -1.0/vec[0];
+ answ[0]= labda*vec[1];
+ answ[1]= labda*vec[2];
+ }
+ else if( vec[1]<=-fabs(vec[0]) ) {
+ face= 4;
+ labda= -1.0/vec[1];
+ answ[0]= -labda*vec[0];
+ answ[1]= labda*vec[2];
+ }
+ else {
+ face= 5;
+ labda= 1.0/vec[0];
+ answ[0]= -labda*vec[1];
+ answ[1]= labda*vec[2];
+ }
+ answ[0]= 0.5+0.5*answ[0];
+ answ[1]= 0.5+0.5*answ[1];
+ return face;
+}
+
+/* ------------------------------------------------------------------------- */
+
+static void set_dxtdyt(float *dxts, float *dyts, float *dxt, float *dyt, int face)
+{
+ if(face==2 || face==4) {
+ dxts[0]= dxt[0];
+ dyts[0]= dyt[0];
+ dxts[1]= dxt[2];
+ dyts[1]= dyt[2];
+ }
+ else if(face==3 || face==5) {
+ dxts[0]= dxt[1];
+ dxts[1]= dxt[2];
+ dyts[0]= dyt[1];
+ dyts[1]= dyt[2];
+ }
+ else {
+ dxts[0]= dxt[0];
+ dyts[0]= dyt[0];
+ dxts[1]= dxt[1];
+ dyts[1]= dyt[1];
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+
+extern float Tin, Ta, Tr, Tg, Tb; /* texture.c */
+int RE_envmaptex(Tex *tex, float *texvec, float *dxt, float *dyt)
+{
+ /* texvec should be the already reflected normal */
+ EnvMap *env;
+ float fac, vec[3], sco[3], col[20], dxts[3], dyts[3];
+ int face, face1;
+
+ env= tex->env;
+ if(env==0 || env->object==0) return 0;
+
+ if(env->stype==ENV_LOAD) {
+ env->ima= tex->ima;
+ if(env->ima && env->ima->ok) {
+ if(env->ima->ibuf==0) ima_ibuf_is_nul(tex);
+ if(env->ima->ok && env->ok==0) envmap_split_ima(env);
+ }
+ }
+
+ if(env->ok==0) {
+
+ Tin= 0.0;
+ return 0;
+ }
+
+ /* rotate to envmap space */
+ VECCOPY(vec, texvec);
+ MTC_Mat4Mul3Vecfl(env->object->imat, vec);
+
+ face= envcube_isect(vec, sco);
+ tex->ima= env->cube[face];
+
+ if(R.osatex) {
+ MTC_Mat4Mul3Vecfl(env->object->imat, dxt);
+ MTC_Mat4Mul3Vecfl(env->object->imat, dyt);
+
+ set_dxtdyt(dxts, dyts, dxt, dyt, face);
+ imagewraposa(tex, sco, dxts, dyts);
+
+ /* edges? */
+
+ if(Ta<1.0) {
+ col[0]= Ta; col[1]= Tr; col[2]= Tg; col[3]= Tb;
+
+ VecAddf(vec, vec, dxt);
+ face1= envcube_isect(vec, sco);
+ VecSubf(vec, vec, dxt);
+
+ if(face!=face1) {
+ tex->ima= env->cube[face1];
+ set_dxtdyt(dxts, dyts, dxt, dyt, face1);
+ imagewraposa(tex, sco, dxts, dyts);
+ col[4]= Ta; col[5]= Tr; col[6]= Tg; col[7]= Tb;
+ }
+ else col[4]= col[5]= col[6]= col[7]= 0.0;
+
+ /* here was the nasty bug! col[5,6,7] were not zero-ed. FPE! */
+
+ VecAddf(vec, vec, dyt);
+ face1= envcube_isect(vec, sco);
+ VecSubf(vec, vec, dyt);
+
+ if(face!=face1) {
+ tex->ima= env->cube[face1];
+ set_dxtdyt(dxts, dyts, dxt, dyt, face1);
+ imagewraposa(tex, sco, dxts, dyts);
+ col[8]= Ta; col[9]= Tr; col[10]= Tg; col[11]= Tb;
+ }
+ else col[8]= col[9]= col[10]= col[11]= 0.0;
+
+ fac= (col[0]+col[4]+col[8]);
+ fac= 1.0/fac;
+
+ Tr= fac*(col[0]*col[1] + col[4]*col[5] + col[8]*col[9] );
+ Tg= fac*(col[0]*col[2] + col[4]*col[6] + col[8]*col[10] );
+ Tb= fac*(col[0]*col[3] + col[4]*col[7] + col[8]*col[11] );
+ Ta= 1.0;
+
+ }
+ }
+ else {
+ imagewrap(tex, sco);
+ }
+
+ tex->ima= env->ima;
+
+ return 1;
+}
+
+/* ------------------------------------------------------------------------- */
+
+/* eof */