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Diffstat (limited to 'source/blender/render/intern/source/rendercore.c')
-rw-r--r--source/blender/render/intern/source/rendercore.c2028
1 files changed, 0 insertions, 2028 deletions
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
deleted file mode 100644
index c9072105dd9..00000000000
--- a/source/blender/render/intern/source/rendercore.c
+++ /dev/null
@@ -1,2028 +0,0 @@
-/*
- * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * Contributors: Hos, Robert Wenzlaff.
- * Contributors: 2004/2005/2006 Blender Foundation, full recode
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/render/intern/source/rendercore.c
- * \ingroup render
- */
-
-
-/* system includes */
-#include <stdio.h>
-#include <math.h>
-#include <float.h>
-#include <string.h>
-#include <assert.h>
-
-/* External modules: */
-#include "MEM_guardedalloc.h"
-
-#include "BLI_math.h"
-#include "BLI_blenlib.h"
-#include "BLI_rand.h"
-#include "BLI_threads.h"
-#include "BLI_utildefines.h"
-
-#include "DNA_image_types.h"
-#include "DNA_lamp_types.h"
-#include "DNA_material_types.h"
-#include "DNA_group_types.h"
-
-/* local include */
-#include "renderpipeline.h"
-#include "render_result.h"
-#include "render_types.h"
-#include "renderdatabase.h"
-#include "occlusion.h"
-#include "pixelblending.h"
-#include "pixelshading.h"
-#include "shadbuf.h"
-#include "shading.h"
-#include "sss.h"
-#include "zbuf.h"
-
-/* own include */
-#include "rendercore.h"
-
-
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
-/* only to be used here in this file, it's for speed */
-extern struct Render R;
-/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-
-/* x and y are current pixels in rect to be rendered */
-/* do not normalize! */
-void calc_view_vector(float view[3], float x, float y)
-{
-
- view[2]= -ABS(R.clipsta);
-
- if (R.r.mode & R_ORTHO) {
- view[0]= view[1]= 0.0f;
- }
- else {
-
- if (R.r.mode & R_PANORAMA) {
- x-= R.panodxp;
- }
-
- /* move x and y to real viewplane coords */
- x = (x / (float)R.winx);
- view[0] = R.viewplane.xmin + x * BLI_rctf_size_x(&R.viewplane);
-
- y = (y / (float)R.winy);
- view[1] = R.viewplane.ymin + y * BLI_rctf_size_y(&R.viewplane);
-
-// if (R.flag & R_SEC_FIELD) {
-// if (R.r.mode & R_ODDFIELD) view[1]= (y+R.ystart)*R.ycor;
-// else view[1]= (y+R.ystart+1.0)*R.ycor;
-// }
-// else view[1]= (y+R.ystart+R.bluroffsy+0.5)*R.ycor;
-
- if (R.r.mode & R_PANORAMA) {
- float u= view[0] + R.panodxv; float v= view[2];
- view[0]= R.panoco*u + R.panosi*v;
- view[2]= -R.panosi*u + R.panoco*v;
- }
- }
-}
-
-void calc_renderco_ortho(float co[3], float x, float y, int z)
-{
- /* x and y 3d coordinate can be derived from pixel coord and winmat */
- float fx= 2.0f/(R.winx*R.winmat[0][0]);
- float fy= 2.0f/(R.winy*R.winmat[1][1]);
- float zco;
-
- co[0]= (x - 0.5f*R.winx)*fx - R.winmat[3][0]/R.winmat[0][0];
- co[1]= (y - 0.5f*R.winy)*fy - R.winmat[3][1]/R.winmat[1][1];
-
- zco= ((float)z)/2147483647.0f;
- co[2]= R.winmat[3][2]/( R.winmat[2][3]*zco - R.winmat[2][2] );
-}
-
-void calc_renderco_zbuf(float co[3], const float view[3], int z)
-{
- float fac, zco;
-
- /* inverse of zbuf calc: zbuf = MAXZ*hoco_z/hoco_w */
- zco= ((float)z)/2147483647.0f;
- co[2]= R.winmat[3][2]/( R.winmat[2][3]*zco - R.winmat[2][2] );
-
- fac= co[2]/view[2];
- co[0]= fac*view[0];
- co[1]= fac*view[1];
-}
-
-/* also used in zbuf.c and shadbuf.c */
-int count_mask(unsigned short mask)
-{
- if (R.samples)
- return (R.samples->cmask[mask & 255]+R.samples->cmask[mask>>8]);
- return 0;
-}
-
-static int calchalo_z(HaloRen *har, int zz)
-{
-
- if (har->type & HA_ONLYSKY) {
- if (zz < 0x7FFFFFF0) zz= - 0x7FFFFF; /* edge render messes zvalues */
- }
- else {
- zz= (zz>>8);
- }
- return zz;
-}
-
-
-
-static void halo_pixelstruct(HaloRen *har, RenderLayer **rlpp, int totsample, int od, float dist, float xn, float yn, PixStr *ps)
-{
- float col[4], accol[4], fac;
- int amount, amountm, zz, flarec, sample, fullsample, mask=0;
-
- fullsample= (totsample > 1);
- amount= 0;
- accol[0] = accol[1] = accol[2] = accol[3]= 0.0f;
- col[0] = col[1] = col[2] = col[3]= 0.0f;
- flarec= har->flarec;
-
- while (ps) {
- amountm= count_mask(ps->mask);
- amount+= amountm;
-
- zz= calchalo_z(har, ps->z);
- if ((zz> har->zs) || (har->mat && (har->mat->mode & MA_HALO_SOFT))) {
- if (shadeHaloFloat(har, col, zz, dist, xn, yn, flarec)) {
- flarec= 0;
-
- if (fullsample) {
- for (sample=0; sample<totsample; sample++) {
- if (ps->mask & (1 << sample)) {
- float *pass = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
- addalphaAddfacFloat(pass + od*4, col, har->add);
- }
- }
- }
- else {
- fac= ((float)amountm)/(float)R.osa;
- accol[0]+= fac*col[0];
- accol[1]+= fac*col[1];
- accol[2]+= fac*col[2];
- accol[3]+= fac*col[3];
- }
- }
- }
-
- mask |= ps->mask;
- ps= ps->next;
- }
-
- /* now do the sky sub-pixels */
- amount= R.osa-amount;
- if (amount) {
- if (shadeHaloFloat(har, col, 0x7FFFFF, dist, xn, yn, flarec)) {
- if (!fullsample) {
- fac= ((float)amount)/(float)R.osa;
- accol[0]+= fac*col[0];
- accol[1]+= fac*col[1];
- accol[2]+= fac*col[2];
- accol[3]+= fac*col[3];
- }
- }
- }
-
- if (fullsample) {
- for (sample=0; sample<totsample; sample++) {
- if (!(mask & (1 << sample))) {
- float *pass = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
- addalphaAddfacFloat(pass + od*4, col, har->add);
- }
- }
- }
- else {
- col[0]= accol[0];
- col[1]= accol[1];
- col[2]= accol[2];
- col[3]= accol[3];
-
- for (sample=0; sample<totsample; sample++) {
- float *pass = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
- addalphaAddfacFloat(pass + od*4, col, har->add);
- }
- }
-}
-
-static void halo_tile(RenderPart *pa, RenderLayer *rl)
-{
- RenderLayer *rlpp[RE_MAX_OSA];
- HaloRen *har;
- rcti disprect= pa->disprect, testrect= pa->disprect;
- float dist, xsq, ysq, xn, yn;
- float col[4];
- intptr_t *rd= NULL;
- int a, *rz, zz, y, sample, totsample, od;
- short minx, maxx, miny, maxy, x;
- unsigned int lay= (1 << 20) - 1;
-
- /* we don't render halos in the cropped area, gives errors in flare counter */
- if (pa->crop) {
- testrect.xmin+= pa->crop;
- testrect.xmax-= pa->crop;
- testrect.ymin+= pa->crop;
- testrect.ymax-= pa->crop;
- }
-
- totsample= get_sample_layers(pa, rl, rlpp);
-
- for (a=0; a<R.tothalo; a++) {
- har= R.sortedhalos[a];
-
- /* layer test, clip halo with y */
- if ((har->lay & lay) == 0) {
- /* pass */
- }
- else if (testrect.ymin > har->maxy) {
- /* pass */
- }
- else if (testrect.ymax < har->miny) {
- /* pass */
- }
- else {
-
- minx= floor(har->xs-har->rad);
- maxx= ceil(har->xs+har->rad);
-
- if (testrect.xmin > maxx) {
- /* pass */
- }
- else if (testrect.xmax < minx) {
- /* pass */
- }
- else {
-
- minx = max_ii(minx, testrect.xmin);
- maxx = min_ii(maxx, testrect.xmax);
-
- miny = max_ii(har->miny, testrect.ymin);
- maxy = min_ii(har->maxy, testrect.ymax);
-
- for (y=miny; y<maxy; y++) {
- int rectofs= (y-disprect.ymin)*pa->rectx + (minx - disprect.xmin);
- rz= pa->rectz + rectofs;
- od= rectofs;
-
- if (pa->rectdaps)
- rd= pa->rectdaps + rectofs;
-
- yn= (y-har->ys)*R.ycor;
- ysq= yn*yn;
-
- for (x=minx; x<maxx; x++, rz++, od++) {
- xn= x- har->xs;
- xsq= xn*xn;
- dist= xsq+ysq;
- if (dist<har->radsq) {
- if (rd && *rd) {
- halo_pixelstruct(har, rlpp, totsample, od, dist, xn, yn, (PixStr *)*rd);
- }
- else {
- zz= calchalo_z(har, *rz);
- if ((zz> har->zs) || (har->mat && (har->mat->mode & MA_HALO_SOFT))) {
- if (shadeHaloFloat(har, col, zz, dist, xn, yn, har->flarec)) {
- for (sample=0; sample<totsample; sample++) {
- float * rect= RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
- addalphaAddfacFloat(rect + od*4, col, har->add);
- }
- }
- }
- }
- }
- if (rd) rd++;
- }
- }
- }
- }
- if (R.test_break(R.tbh) ) break;
- }
-}
-
-static void lamphalo_tile(RenderPart *pa, RenderLayer *rl)
-{
- RenderLayer *rlpp[RE_MAX_OSA];
- ShadeInput shi;
- float *pass;
- float fac, col[4];
- intptr_t *rd= pa->rectdaps;
- const int *rz= pa->rectz;
- int x, y, sample, totsample, fullsample, od;
-
- totsample= get_sample_layers(pa, rl, rlpp);
- fullsample= (totsample > 1);
-
- shade_input_initialize(&shi, pa, rl, 0); /* this zero's ShadeInput for us */
-
- for (od=0, y=pa->disprect.ymin; y<pa->disprect.ymax; y++) {
- for (x=pa->disprect.xmin; x<pa->disprect.xmax; x++, rz++, od++) {
-
- calc_view_vector(shi.view, x, y);
-
- if (rd && *rd) {
- PixStr *ps= (PixStr *)*rd;
- int count, totsamp= 0, mask= 0;
-
- while (ps) {
- if (R.r.mode & R_ORTHO)
- calc_renderco_ortho(shi.co, (float)x, (float)y, ps->z);
- else
- calc_renderco_zbuf(shi.co, shi.view, ps->z);
-
- totsamp+= count= count_mask(ps->mask);
- mask |= ps->mask;
-
- col[0]= col[1]= col[2]= col[3]= 0.0f;
- renderspothalo(&shi, col, 1.0f);
-
- if (fullsample) {
- for (sample=0; sample<totsample; sample++) {
- if (ps->mask & (1 << sample)) {
- pass = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
- pass += od * 4;
- pass[0]+= col[0];
- pass[1]+= col[1];
- pass[2]+= col[2];
- pass[3]+= col[3];
- if (pass[3]>1.0f) pass[3]= 1.0f;
- }
- }
- }
- else {
- fac= ((float)count)/(float)R.osa;
- pass = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname);
- pass += od * 4;
- pass[0]+= fac*col[0];
- pass[1]+= fac*col[1];
- pass[2]+= fac*col[2];
- pass[3]+= fac*col[3];
- if (pass[3]>1.0f) pass[3]= 1.0f;
- }
-
- ps= ps->next;
- }
-
- if (totsamp<R.osa) {
- shi.co[2]= 0.0f;
-
- col[0]= col[1]= col[2]= col[3]= 0.0f;
- renderspothalo(&shi, col, 1.0f);
-
- if (fullsample) {
- for (sample=0; sample<totsample; sample++) {
- if (!(mask & (1 << sample))) {
-
- pass = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
- pass += od * 4;
- pass[0]+= col[0];
- pass[1]+= col[1];
- pass[2]+= col[2];
- pass[3]+= col[3];
- if (pass[3]>1.0f) pass[3]= 1.0f;
- }
- }
- }
- else {
- fac= ((float)R.osa-totsamp)/(float)R.osa;
- pass = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname);
- pass += od * 4;
- pass[0]+= fac*col[0];
- pass[1]+= fac*col[1];
- pass[2]+= fac*col[2];
- pass[3]+= fac*col[3];
- if (pass[3]>1.0f) pass[3]= 1.0f;
- }
- }
- }
- else {
- if (R.r.mode & R_ORTHO)
- calc_renderco_ortho(shi.co, (float)x, (float)y, *rz);
- else
- calc_renderco_zbuf(shi.co, shi.view, *rz);
-
- col[0]= col[1]= col[2]= col[3]= 0.0f;
- renderspothalo(&shi, col, 1.0f);
-
- for (sample=0; sample<totsample; sample++) {
- pass = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
- pass += od * 4;
- pass[0]+= col[0];
- pass[1]+= col[1];
- pass[2]+= col[2];
- pass[3]+= col[3];
- if (pass[3]>1.0f) pass[3]= 1.0f;
- }
- }
-
- if (rd) rd++;
- }
- if (y&1)
- if (R.test_break(R.tbh)) break;
- }
-}
-
-
-/* ********************* MAINLOOPS ******************** */
-
-/* osa version */
-static void add_filt_passes(RenderLayer *rl, int curmask, int rectx, int offset, ShadeInput *shi, ShadeResult *shr)
-{
- RenderPass *rpass;
-
- for (rpass= rl->passes.first; rpass; rpass= rpass->next) {
- float *fp, *col= NULL;
- int pixsize= 3;
-
- if (STREQ(rpass->name, RE_PASSNAME_COMBINED)) {
- add_filt_fmask(curmask, shr->combined, rpass->rect + 4*offset, rectx);
- }
- else if (STREQ(rpass->name, RE_PASSNAME_Z)) {
- fp = rpass->rect + offset;
- *fp = shr->z;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_RGBA)) {
- col = shr->col;
- pixsize = 4;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_EMIT)) {
- col = shr->emit;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE)) {
- col = shr->diff;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_SPEC)) {
- col = shr->spec;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_SHADOW)) {
- col = shr->shad;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_AO)) {
- col = shr->ao;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_ENVIRONMENT)) {
- col = shr->env;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_INDIRECT)) {
- col = shr->indirect;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_REFLECT)) {
- col = shr->refl;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_REFRACT)) {
- col = shr->refr;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_NORMAL)) {
- col = shr->nor;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_UV)) {
- /* box filter only, gauss will screwup UV too much */
- if (shi->totuv) {
- float mult = (float)count_mask(curmask)/(float)R.osa;
- fp = rpass->rect + 3*offset;
- fp[0]+= mult*(0.5f + 0.5f*shi->uv[shi->actuv].uv[0]);
- fp[1]+= mult*(0.5f + 0.5f*shi->uv[shi->actuv].uv[1]);
- fp[2]+= mult;
- }
- }
- else if (STREQ(rpass->name, RE_PASSNAME_INDEXOB)) {
- /* no filter */
- if (shi->vlr) {
- fp = rpass->rect + offset;
- if (*fp==0.0f)
- *fp = (float)shi->obr->ob->index;
- }
- }
- else if (STREQ(rpass->name, RE_PASSNAME_INDEXMA)) {
- /* no filter */
- if (shi->vlr) {
- fp = rpass->rect + offset;
- if (*fp==0.0f)
- *fp = (float)shi->mat->index;
- }
- }
- else if (STREQ(rpass->name, RE_PASSNAME_MIST)) {
- /* */
- col = &shr->mist;
- pixsize = 1;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_VECTOR)) {
- /* add minimum speed in pixel, no filter */
- fp = rpass->rect + 4*offset;
- if ( (ABS(shr->winspeed[0]) + ABS(shr->winspeed[1]))< (ABS(fp[0]) + ABS(fp[1])) ) {
- fp[0] = shr->winspeed[0];
- fp[1] = shr->winspeed[1];
- }
- if ( (ABS(shr->winspeed[2]) + ABS(shr->winspeed[3]))< (ABS(fp[2]) + ABS(fp[3])) ) {
- fp[2] = shr->winspeed[2];
- fp[3] = shr->winspeed[3];
- }
- }
- else if (STREQ(rpass->name, RE_PASSNAME_RAYHITS)) {
- /* */
- col = shr->rayhits;
- pixsize= 4;
- }
-
- if (col) {
- fp= rpass->rect + pixsize*offset;
- add_filt_fmask_pixsize(curmask, col, fp, rectx, pixsize);
- }
- }
-}
-
-/* non-osa version */
-static void add_passes(RenderLayer *rl, int offset, ShadeInput *shi, ShadeResult *shr)
-{
- RenderPass *rpass;
- float *fp;
-
- for (rpass= rl->passes.first; rpass; rpass= rpass->next) {
- float *col= NULL, uvcol[3];
- int a, pixsize= 3;
-
- if (STREQ(rpass->name, RE_PASSNAME_COMBINED)) {
- /* copy combined to use for preview */
- copy_v4_v4(rpass->rect + 4*offset, shr->combined);
- }
- else if (STREQ(rpass->name, RE_PASSNAME_Z)) {
- fp = rpass->rect + offset;
- *fp = shr->z;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_RGBA)) {
- col = shr->col;
- pixsize = 4;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_EMIT)) {
- col = shr->emit;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE)) {
- col = shr->diff;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_SPEC)) {
- col = shr->spec;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_SHADOW)) {
- col = shr->shad;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_AO)) {
- col = shr->ao;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_ENVIRONMENT)) {
- col = shr->env;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_INDIRECT)) {
- col = shr->indirect;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_REFLECT)) {
- col = shr->refl;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_REFRACT)) {
- col = shr->refr;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_NORMAL)) {
- col = shr->nor;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_UV)) {
- if (shi->totuv) {
- uvcol[0] = 0.5f + 0.5f*shi->uv[shi->actuv].uv[0];
- uvcol[1] = 0.5f + 0.5f*shi->uv[shi->actuv].uv[1];
- uvcol[2] = 1.0f;
- col = uvcol;
- }
- }
- else if (STREQ(rpass->name, RE_PASSNAME_VECTOR)) {
- col = shr->winspeed;
- pixsize = 4;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_INDEXOB)) {
- if (shi->vlr) {
- fp = rpass->rect + offset;
- *fp = (float)shi->obr->ob->index;
- }
- }
- else if (STREQ(rpass->name, RE_PASSNAME_INDEXMA)) {
- if (shi->vlr) {
- fp = rpass->rect + offset;
- *fp = (float)shi->mat->index;
- }
- }
- else if (STREQ(rpass->name, RE_PASSNAME_MIST)) {
- fp = rpass->rect + offset;
- *fp = shr->mist;
- }
- else if (STREQ(rpass->name, RE_PASSNAME_RAYHITS)) {
- col = shr->rayhits;
- pixsize = 4;
- }
-
- if (col) {
- fp = rpass->rect + pixsize*offset;
- for (a=0; a<pixsize; a++)
- fp[a] = col[a];
- }
- }
-}
-
-int get_sample_layers(RenderPart *pa, RenderLayer *rl, RenderLayer **rlpp)
-{
-
- if (pa->fullresult.first) {
- int sample, nr= BLI_findindex(&pa->result->layers, rl);
-
- for (sample=0; sample<R.osa; sample++) {
- RenderResult *rr= BLI_findlink(&pa->fullresult, sample);
-
- rlpp[sample]= BLI_findlink(&rr->layers, nr);
- }
- return R.osa;
- }
- else {
- rlpp[0]= rl;
- return 1;
- }
-}
-
-
-/* only do sky, is default in the solid layer (shade_tile) btw */
-static void sky_tile(RenderPart *pa, RenderLayer *rl)
-{
- RenderLayer *rlpp[RE_MAX_OSA];
- int x, y, od=0, totsample;
-
- if (R.r.alphamode!=R_ADDSKY)
- return;
-
- totsample= get_sample_layers(pa, rl, rlpp);
-
- for (y=pa->disprect.ymin; y<pa->disprect.ymax; y++) {
- for (x=pa->disprect.xmin; x<pa->disprect.xmax; x++, od+=4) {
- float col[4];
- int sample;
- bool done = false;
-
- for (sample= 0; sample<totsample; sample++) {
- float *pass = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
- pass += od;
-
- if (pass[3]<1.0f) {
-
- if (done==0) {
- shadeSkyPixel(col, x, y, pa->thread);
- done = true;
- }
-
- if (pass[3]==0.0f) {
- copy_v4_v4(pass, col);
- pass[3] = 1.0f;
- }
- else {
- addAlphaUnderFloat(pass, col);
- pass[3] = 1.0f;
- }
- }
- }
- }
-
- if (y&1)
- if (R.test_break(R.tbh)) break;
- }
-}
-
-static void atm_tile(RenderPart *pa, RenderLayer *rl)
-{
- RenderPass *zpass;
- GroupObject *go;
- LampRen *lar;
- RenderLayer *rlpp[RE_MAX_OSA];
- int totsample;
- int x, y, od= 0;
-
- totsample= get_sample_layers(pa, rl, rlpp);
-
- /* check that z pass is enabled */
- if (pa->rectz==NULL) return;
- for (zpass= rl->passes.first; zpass; zpass= zpass->next)
- if (STREQ(zpass->name, RE_PASSNAME_Z))
- break;
-
- if (zpass==NULL) return;
-
- /* check for at least one sun lamp that its atmosphere flag is enabled */
- for (go=R.lights.first; go; go= go->next) {
- lar= go->lampren;
- if (lar->type==LA_SUN && lar->sunsky && (lar->sunsky->effect_type & LA_SUN_EFFECT_AP))
- break;
- }
- /* do nothign and return if there is no sun lamp */
- if (go==NULL)
- return;
-
- /* for each x,y and each sample, and each sun lamp*/
- for (y=pa->disprect.ymin; y<pa->disprect.ymax; y++) {
- for (x=pa->disprect.xmin; x<pa->disprect.xmax; x++, od++) {
- int sample;
-
- for (sample=0; sample<totsample; sample++) {
- const float *zrect = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_Z, R.viewname) + od;
- float *rgbrect = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname) + 4*od;
- float rgb[3] = {0};
- bool done = false;
-
- for (go=R.lights.first; go; go= go->next) {
-
-
- lar= go->lampren;
- if (lar->type==LA_SUN && lar->sunsky) {
-
- /* if it's sky continue and don't apply atmosphere effect on it */
- if (*zrect >= 9.9e10f || rgbrect[3]==0.0f) {
- continue;
- }
-
- if ((lar->sunsky->effect_type & LA_SUN_EFFECT_AP)) {
- float tmp_rgb[3];
-
- /* skip if worldspace lamp vector is below horizon */
- if (go->ob->obmat[2][2] < 0.f) {
- continue;
- }
-
- copy_v3_v3(tmp_rgb, rgbrect);
- if (rgbrect[3]!=1.0f) { /* de-premul */
- mul_v3_fl(tmp_rgb, 1.0f/rgbrect[3]);
- }
- shadeAtmPixel(lar->sunsky, tmp_rgb, x, y, *zrect);
- if (rgbrect[3]!=1.0f) { /* premul */
- mul_v3_fl(tmp_rgb, rgbrect[3]);
- }
-
- if (done==0) {
- copy_v3_v3(rgb, tmp_rgb);
- done = true;
- }
- else {
- rgb[0] = 0.5f*rgb[0] + 0.5f*tmp_rgb[0];
- rgb[1] = 0.5f*rgb[1] + 0.5f*tmp_rgb[1];
- rgb[2] = 0.5f*rgb[2] + 0.5f*tmp_rgb[2];
- }
- }
- }
- }
-
- /* if at least for one sun lamp aerial perspective was applied*/
- if (done) {
- copy_v3_v3(rgbrect, rgb);
- }
- }
- }
- }
-}
-
-static void shadeDA_tile(RenderPart *pa, RenderLayer *rl)
-{
- RenderResult *rr= pa->result;
- ShadeSample ssamp;
- intptr_t *rd, *rectdaps= pa->rectdaps;
- int samp;
- int x, y, seed, crop=0, offs=0, od;
-
- if (R.test_break(R.tbh)) return;
-
- /* irregular shadowb buffer creation */
- if (R.r.mode & R_SHADOW)
- ISB_create(pa, NULL);
-
- /* we set per pixel a fixed seed, for random AO and shadow samples */
- seed= pa->rectx*pa->disprect.ymin;
-
- /* general shader info, passes */
- shade_sample_initialize(&ssamp, pa, rl);
-
- /* occlusion caching */
- if (R.occlusiontree)
- cache_occ_samples(&R, pa, &ssamp);
-
- /* filtered render, for now we assume only 1 filter size */
- if (pa->crop) {
- crop= 1;
- rectdaps+= pa->rectx + 1;
- offs= pa->rectx + 1;
- }
-
- /* scanline updates have to be 2 lines behind */
- rr->renrect.ymin = 0;
- rr->renrect.ymax = -2*crop;
- rr->renlay= rl;
-
- for (y=pa->disprect.ymin+crop; y<pa->disprect.ymax-crop; y++, rr->renrect.ymax++) {
- rd= rectdaps;
- od= offs;
-
- for (x=pa->disprect.xmin+crop; x<pa->disprect.xmax-crop; x++, rd++, od++) {
- BLI_thread_srandom(pa->thread, seed++);
-
- if (*rd) {
- if (shade_samples(&ssamp, (PixStr *)(*rd), x, y)) {
-
- /* multisample buffers or filtered mask filling? */
- if (pa->fullresult.first) {
- int a;
- for (samp=0; samp<ssamp.tot; samp++) {
- int smask= ssamp.shi[samp].mask;
- for (a=0; a<R.osa; a++) {
- int mask= 1<<a;
- if (smask & mask)
- add_passes(ssamp.rlpp[a], od, &ssamp.shi[samp], &ssamp.shr[samp]);
- }
- }
- }
- else {
- for (samp=0; samp<ssamp.tot; samp++)
- add_filt_passes(rl, ssamp.shi[samp].mask, pa->rectx, od, &ssamp.shi[samp], &ssamp.shr[samp]);
- }
- }
- }
- }
-
- rectdaps+= pa->rectx;
- offs+= pa->rectx;
-
- if (y&1) if (R.test_break(R.tbh)) break;
- }
-
- /* disable scanline updating */
- rr->renlay= NULL;
-
- if (R.r.mode & R_SHADOW)
- ISB_free(pa);
-
- if (R.occlusiontree)
- free_occ_samples(&R, pa);
-}
-
-/* ************* pixel struct ******** */
-
-
-static PixStrMain *addpsmain(ListBase *lb)
-{
- PixStrMain *psm;
-
- psm= (PixStrMain *)MEM_mallocN(sizeof(PixStrMain), "pixstrMain");
- BLI_addtail(lb, psm);
-
- psm->ps= (PixStr *)MEM_mallocN(4096*sizeof(PixStr), "pixstr");
- psm->counter= 0;
-
- return psm;
-}
-
-static void freeps(ListBase *lb)
-{
- PixStrMain *psm, *psmnext;
-
- for (psm= lb->first; psm; psm= psmnext) {
- psmnext= psm->next;
- if (psm->ps)
- MEM_freeN(psm->ps);
- MEM_freeN(psm);
- }
- BLI_listbase_clear(lb);
-}
-
-static void addps(ListBase *lb, intptr_t *rd, int obi, int facenr, int z, int maskz, unsigned short mask)
-{
- PixStrMain *psm;
- PixStr *ps, *last= NULL;
-
- if (*rd) {
- ps= (PixStr *)(*rd);
-
- while (ps) {
- if ( ps->obi == obi && ps->facenr == facenr ) {
- ps->mask |= mask;
- return;
- }
- last= ps;
- ps= ps->next;
- }
- }
-
- /* make new PS (pixel struct) */
- psm= lb->last;
-
- if (psm->counter==4095)
- psm= addpsmain(lb);
-
- ps= psm->ps + psm->counter++;
-
- if (last) last->next= ps;
- else *rd= (intptr_t)ps;
-
- ps->next= NULL;
- ps->obi= obi;
- ps->facenr= facenr;
- ps->z= z;
- ps->maskz= maskz;
- ps->mask = mask;
- ps->shadfac= 0;
-}
-
-static void edge_enhance_add(RenderPart *pa, float *rectf, float *arect)
-{
- float addcol[4];
- int pix;
-
- if (arect==NULL)
- return;
-
- for (pix= pa->rectx*pa->recty; pix>0; pix--, arect++, rectf+=4) {
- if (*arect != 0.0f) {
- addcol[0]= *arect * R.r.edgeR;
- addcol[1]= *arect * R.r.edgeG;
- addcol[2]= *arect * R.r.edgeB;
- addcol[3]= *arect;
- addAlphaOverFloat(rectf, addcol);
- }
- }
-}
-
-/* clamp alpha and RGB to 0..1 and 0..inf, can go outside due to filter */
-static void clamp_alpha_rgb_range(RenderPart *pa, RenderLayer *rl)
-{
- RenderLayer *rlpp[RE_MAX_OSA];
- int y, sample, totsample;
-
- totsample= get_sample_layers(pa, rl, rlpp);
-
- /* not for full sample, there we clamp after compositing */
- if (totsample > 1)
- return;
-
- for (sample= 0; sample<totsample; sample++) {
- float *rectf = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
-
- for (y= pa->rectx*pa->recty; y>0; y--, rectf+=4) {
- rectf[0] = MAX2(rectf[0], 0.0f);
- rectf[1] = MAX2(rectf[1], 0.0f);
- rectf[2] = MAX2(rectf[2], 0.0f);
- CLAMP(rectf[3], 0.0f, 1.0f);
- }
- }
-}
-
-/* adds only alpha values */
-static void edge_enhance_tile(RenderPart *pa, float *rectf, int *rectz)
-{
- /* use zbuffer to define edges, add it to the image */
- int y, x, col, *rz, *rz1, *rz2, *rz3;
- int zval1, zval2, zval3;
- float *rf;
-
- /* shift values in zbuffer 4 to the right (anti overflows), for filter we need multiplying with 12 max */
- rz= rectz;
- if (rz==NULL) return;
-
- for (y=0; y<pa->recty; y++)
- for (x=0; x<pa->rectx; x++, rz++) (*rz)>>= 4;
-
- rz1= rectz;
- rz2= rz1+pa->rectx;
- rz3= rz2+pa->rectx;
-
- rf= rectf+pa->rectx+1;
-
- for (y=0; y<pa->recty-2; y++) {
- for (x=0; x<pa->rectx-2; x++, rz1++, rz2++, rz3++, rf++) {
-
- /* prevent overflow with sky z values */
- zval1= rz1[0] + 2*rz1[1] + rz1[2];
- zval2= 2*rz2[0] + 2*rz2[2];
- zval3= rz3[0] + 2*rz3[1] + rz3[2];
-
- col= ( 4*rz2[1] - (zval1 + zval2 + zval3)/3 );
- if (col<0) col= -col;
-
- col >>= 5;
- if (col > (1<<16)) col= (1<<16);
- else col= (R.r.edgeint*col)>>8;
-
- if (col>0) {
- float fcol;
-
- if (col>255) fcol= 1.0f;
- else fcol= (float)col/255.0f;
-
- if (R.osa)
- *rf+= fcol/(float)R.osa;
- else
- *rf= fcol;
- }
- }
- rz1+= 2;
- rz2+= 2;
- rz3+= 2;
- rf+= 2;
- }
-
- /* shift back zbuf values, we might need it still */
- rz= rectz;
- for (y=0; y<pa->recty; y++)
- for (x=0; x<pa->rectx; x++, rz++) (*rz)<<= 4;
-
-}
-
-static void reset_sky_speed(RenderPart *pa, RenderLayer *rl)
-{
- /* for all pixels with max speed, set to zero */
- RenderLayer *rlpp[RE_MAX_OSA];
- float *fp;
- int a, sample, totsample;
-
- totsample= get_sample_layers(pa, rl, rlpp);
-
- for (sample= 0; sample<totsample; sample++) {
- fp= RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_VECTOR, R.viewname);
- if (fp==NULL) break;
-
- for (a= 4*pa->rectx*pa->recty - 1; a>=0; a--)
- if (fp[a] == PASS_VECTOR_MAX) fp[a]= 0.0f;
- }
-}
-
-static unsigned short *make_solid_mask(RenderPart *pa)
-{
- intptr_t *rd= pa->rectdaps;
- unsigned short *solidmask, *sp;
- int x;
-
- if (rd==NULL) return NULL;
-
- sp=solidmask= MEM_mallocN(sizeof(short)*pa->rectx*pa->recty, "solidmask");
-
- for (x=pa->rectx*pa->recty; x>0; x--, rd++, sp++) {
- if (*rd) {
- PixStr *ps= (PixStr *)*rd;
-
- *sp= ps->mask;
- for (ps= ps->next; ps; ps= ps->next)
- *sp |= ps->mask;
- }
- else
- *sp= 0;
- }
-
- return solidmask;
-}
-
-static void addAlphaOverFloatMask(float *dest, float *source, unsigned short dmask, unsigned short smask)
-{
- unsigned short shared= dmask & smask;
- float mul= 1.0f - source[3];
-
- if (shared) { /* overlapping masks */
-
- /* masks differ, we make a mixture of 'add' and 'over' */
- if (shared!=dmask) {
- float shared_bits= (float)count_mask(shared); /* alpha over */
- float tot_bits= (float)count_mask(smask|dmask); /* alpha add */
-
- float add= (tot_bits - shared_bits)/tot_bits; /* add level */
- mul= add + (1.0f-add)*mul;
- }
- }
- else if (dmask && smask) {
- /* works for premul only, of course */
- dest[0]+= source[0];
- dest[1]+= source[1];
- dest[2]+= source[2];
- dest[3]+= source[3];
-
- return;
- }
-
- dest[0]= (mul*dest[0]) + source[0];
- dest[1]= (mul*dest[1]) + source[1];
- dest[2]= (mul*dest[2]) + source[2];
- dest[3]= (mul*dest[3]) + source[3];
-}
-
-typedef struct ZbufSolidData {
- RenderLayer *rl;
- ListBase *psmlist;
- float *edgerect;
-} ZbufSolidData;
-
-static void make_pixelstructs(RenderPart *pa, ZSpan *zspan, int sample, void *data)
-{
- ZbufSolidData *sdata = (ZbufSolidData *)data;
- ListBase *lb= sdata->psmlist;
- intptr_t *rd= pa->rectdaps;
- const int *ro= zspan->recto;
- const int *rp= zspan->rectp;
- const int *rz= zspan->rectz;
- const int *rm= zspan->rectmask;
- int x, y;
- int mask= 1<<sample;
-
- for (y=0; y<pa->recty; y++) {
- for (x=0; x<pa->rectx; x++, rd++, rp++, ro++, rz++, rm++) {
- if (*rp) {
- addps(lb, rd, *ro, *rp, *rz, (zspan->rectmask)? *rm: 0, mask);
- }
- }
- }
-
- if (sdata->rl->layflag & SCE_LAY_EDGE)
- if (R.r.mode & R_EDGE)
- edge_enhance_tile(pa, sdata->edgerect, zspan->rectz);
-}
-
-/* main call for shading Delta Accum, for OSA */
-/* supposed to be fully threadable! */
-void zbufshadeDA_tile(RenderPart *pa)
-{
- RenderResult *rr= pa->result;
- RenderLayer *rl;
- ListBase psmlist= {NULL, NULL};
- float *edgerect= NULL;
-
- /* allocate the necessary buffers */
- /* zbuffer inits these rects */
- pa->recto= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "recto");
- pa->rectp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectp");
- pa->rectz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectz");
- for (rl= rr->layers.first; rl; rl= rl->next) {
- float *rect = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname);
-
- if ((rl->layflag & SCE_LAY_ZMASK) && (rl->layflag & SCE_LAY_NEG_ZMASK))
- pa->rectmask= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectmask");
-
- /* initialize pixelstructs and edge buffer */
- addpsmain(&psmlist);
- pa->rectdaps= MEM_callocN(sizeof(intptr_t)*pa->rectx*pa->recty+4, "zbufDArectd");
-
- if (rl->layflag & SCE_LAY_EDGE)
- if (R.r.mode & R_EDGE)
- edgerect= MEM_callocN(sizeof(float)*pa->rectx*pa->recty, "rectedge");
-
- /* always fill visibility */
- for (pa->sample=0; pa->sample<R.osa; pa->sample+=4) {
- ZbufSolidData sdata;
-
- sdata.rl= rl;
- sdata.psmlist= &psmlist;
- sdata.edgerect= edgerect;
- zbuffer_solid(pa, rl, make_pixelstructs, &sdata);
- if (R.test_break(R.tbh)) break;
- }
-
- /* shades solid */
- if (rl->layflag & SCE_LAY_SOLID)
- shadeDA_tile(pa, rl);
-
- /* lamphalo after solid, before ztra, looks nicest because ztra does own halo */
- if (R.flag & R_LAMPHALO)
- if (rl->layflag & SCE_LAY_HALO)
- lamphalo_tile(pa, rl);
-
- /* halo before ztra, because ztra fills in zbuffer now */
- if (R.flag & R_HALO)
- if (rl->layflag & SCE_LAY_HALO)
- halo_tile(pa, rl);
-
- /* transp layer */
- if (R.flag & R_ZTRA || R.totstrand) {
- if (rl->layflag & (SCE_LAY_ZTRA|SCE_LAY_STRAND)) {
- if (pa->fullresult.first) {
- zbuffer_transp_shade(pa, rl, rect, &psmlist);
- }
- else {
- unsigned short *ztramask, *solidmask= NULL; /* 16 bits, MAX_OSA */
-
- /* allocate, but not free here, for asynchronous display of this rect in main thread */
- rl->acolrect= MEM_callocN(4*sizeof(float)*pa->rectx*pa->recty, "alpha layer");
-
- /* swap for live updates, and it is used in zbuf.c!!! */
- SWAP(float *, rl->acolrect, rect);
- ztramask = zbuffer_transp_shade(pa, rl, rect, &psmlist);
- SWAP(float *, rl->acolrect, rect);
-
- /* zbuffer transp only returns ztramask if there's solid rendered */
- if (ztramask)
- solidmask= make_solid_mask(pa);
-
- if (ztramask && solidmask) {
- unsigned short *sps= solidmask, *spz= ztramask;
- unsigned short fullmask= (1<<R.osa)-1;
- float *fcol= rect;
- float *acol= rl->acolrect;
- int x;
-
- for (x=pa->rectx*pa->recty; x>0; x--, acol+=4, fcol+=4, sps++, spz++) {
- if (*sps == fullmask)
- addAlphaOverFloat(fcol, acol);
- else
- addAlphaOverFloatMask(fcol, acol, *sps, *spz);
- }
- }
- else {
- float *fcol= rect;
- float *acol= rl->acolrect;
- int x;
- for (x=pa->rectx*pa->recty; x>0; x--, acol+=4, fcol+=4) {
- addAlphaOverFloat(fcol, acol);
- }
- }
- if (solidmask) MEM_freeN(solidmask);
- if (ztramask) MEM_freeN(ztramask);
- }
- }
- }
-
- /* sun/sky */
- if (rl->layflag & SCE_LAY_SKY)
- atm_tile(pa, rl);
-
- /* sky before edge */
- if (rl->layflag & SCE_LAY_SKY)
- sky_tile(pa, rl);
-
- /* extra layers */
- if (rl->layflag & SCE_LAY_EDGE)
- if (R.r.mode & R_EDGE)
- edge_enhance_add(pa, rect, edgerect);
-
- if (rl->passflag & SCE_PASS_VECTOR)
- reset_sky_speed(pa, rl);
-
- /* clamp alpha to 0..1 range, can go outside due to filter */
- clamp_alpha_rgb_range(pa, rl);
-
- /* free stuff within loop! */
- MEM_freeN(pa->rectdaps); pa->rectdaps= NULL;
- freeps(&psmlist);
-
- if (edgerect) MEM_freeN(edgerect);
- edgerect= NULL;
-
- if (pa->rectmask) {
- MEM_freeN(pa->rectmask);
- pa->rectmask= NULL;
- }
- }
-
- /* free all */
- MEM_freeN(pa->recto); pa->recto= NULL;
- MEM_freeN(pa->rectp); pa->rectp= NULL;
- MEM_freeN(pa->rectz); pa->rectz= NULL;
-
- /* display active layer */
- rr->renrect.ymin=rr->renrect.ymax = 0;
- rr->renlay= render_get_active_layer(&R, rr);
-}
-
-
-/* ------------------------------------------------------------------------ */
-
-/* non OSA case, full tile render */
-/* supposed to be fully threadable! */
-void zbufshade_tile(RenderPart *pa)
-{
- ShadeSample ssamp;
- RenderResult *rr= pa->result;
- RenderLayer *rl;
- PixStr ps;
- float *edgerect= NULL;
-
- /* fake pixel struct, to comply to osa render */
- ps.next= NULL;
- ps.mask= 0xFFFF;
-
- /* zbuffer code clears/inits rects */
- pa->recto= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "recto");
- pa->rectp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectp");
- pa->rectz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectz");
-
- for (rl= rr->layers.first; rl; rl= rl->next) {
- float *rect= RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname);
- if ((rl->layflag & SCE_LAY_ZMASK) && (rl->layflag & SCE_LAY_NEG_ZMASK))
- pa->rectmask= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectmask");
-
- /* general shader info, passes */
- shade_sample_initialize(&ssamp, pa, rl);
-
- zbuffer_solid(pa, rl, NULL, NULL);
-
- if (!R.test_break(R.tbh)) { /* NOTE: this if () is not consistent */
-
- /* edges only for solid part, ztransp doesn't support it yet anti-aliased */
- if (rl->layflag & SCE_LAY_EDGE) {
- if (R.r.mode & R_EDGE) {
- edgerect= MEM_callocN(sizeof(float)*pa->rectx*pa->recty, "rectedge");
- edge_enhance_tile(pa, edgerect, pa->rectz);
- }
- }
-
- /* initialize scanline updates for main thread */
- rr->renrect.ymin = 0;
- rr->renlay= rl;
-
- if (rl->layflag & SCE_LAY_SOLID) {
- const float *fcol = rect;
- const int *ro= pa->recto, *rp= pa->rectp, *rz= pa->rectz;
- int x, y, offs=0, seed;
-
- /* we set per pixel a fixed seed, for random AO and shadow samples */
- seed= pa->rectx*pa->disprect.ymin;
-
- /* irregular shadowb buffer creation */
- if (R.r.mode & R_SHADOW)
- ISB_create(pa, NULL);
-
- if (R.occlusiontree)
- cache_occ_samples(&R, pa, &ssamp);
-
- for (y=pa->disprect.ymin; y<pa->disprect.ymax; y++, rr->renrect.ymax++) {
- for (x=pa->disprect.xmin; x<pa->disprect.xmax; x++, ro++, rz++, rp++, fcol+=4, offs++) {
- /* per pixel fixed seed */
- BLI_thread_srandom(pa->thread, seed++);
-
- if (*rp) {
- ps.obi= *ro;
- ps.facenr= *rp;
- ps.z= *rz;
- if (shade_samples(&ssamp, &ps, x, y)) {
- /* combined and passes */
- add_passes(rl, offs, ssamp.shi, ssamp.shr);
- }
- }
- }
- if (y&1)
- if (R.test_break(R.tbh)) break;
- }
-
- if (R.occlusiontree)
- free_occ_samples(&R, pa);
-
- if (R.r.mode & R_SHADOW)
- ISB_free(pa);
- }
-
- /* disable scanline updating */
- rr->renlay= NULL;
- }
-
- /* lamphalo after solid, before ztra, looks nicest because ztra does own halo */
- if (R.flag & R_LAMPHALO)
- if (rl->layflag & SCE_LAY_HALO)
- lamphalo_tile(pa, rl);
-
- /* halo before ztra, because ztra fills in zbuffer now */
- if (R.flag & R_HALO)
- if (rl->layflag & SCE_LAY_HALO)
- halo_tile(pa, rl);
-
- if (R.flag & R_ZTRA || R.totstrand) {
- if (rl->layflag & (SCE_LAY_ZTRA|SCE_LAY_STRAND)) {
- float *fcol, *acol;
- int x;
-
- /* allocate, but not free here, for asynchronous display of this rect in main thread */
- rl->acolrect= MEM_callocN(4*sizeof(float)*pa->rectx*pa->recty, "alpha layer");
-
- /* swap for live updates */
- SWAP(float *, rl->acolrect, rect);
- zbuffer_transp_shade(pa, rl, rect, NULL);
- SWAP(float *, rl->acolrect, rect);
-
- fcol= rect; acol= rl->acolrect;
- for (x=pa->rectx*pa->recty; x>0; x--, acol+=4, fcol+=4) {
- addAlphaOverFloat(fcol, acol);
- }
- }
- }
-
- /* sun/sky */
- if (rl->layflag & SCE_LAY_SKY)
- atm_tile(pa, rl);
-
- /* sky before edge */
- if (rl->layflag & SCE_LAY_SKY)
- sky_tile(pa, rl);
-
- if (!R.test_break(R.tbh)) {
- if (rl->layflag & SCE_LAY_EDGE)
- if (R.r.mode & R_EDGE)
- edge_enhance_add(pa, rect, edgerect);
- }
-
- if (rl->passflag & SCE_PASS_VECTOR)
- reset_sky_speed(pa, rl);
-
- if (edgerect) MEM_freeN(edgerect);
- edgerect= NULL;
-
- if (pa->rectmask) {
- MEM_freeN(pa->rectmask);
- pa->rectmask= NULL;
- }
- }
-
- /* display active layer */
- rr->renrect.ymin=rr->renrect.ymax = 0;
- rr->renlay= render_get_active_layer(&R, rr);
-
- MEM_freeN(pa->recto); pa->recto= NULL;
- MEM_freeN(pa->rectp); pa->rectp= NULL;
- MEM_freeN(pa->rectz); pa->rectz= NULL;
-}
-
-/* SSS preprocess tile render, fully threadable */
-typedef struct ZBufSSSHandle {
- RenderPart *pa;
- ListBase psmlist;
- int totps;
-} ZBufSSSHandle;
-
-static void addps_sss(void *cb_handle, int obi, int facenr, int x, int y, int z)
-{
- ZBufSSSHandle *handle = cb_handle;
- RenderPart *pa= handle->pa;
-
- /* extra border for filter gives double samples on part edges,
- * don't use those */
- if (x<pa->crop || x>=pa->rectx-pa->crop)
- return;
- if (y<pa->crop || y>=pa->recty-pa->crop)
- return;
-
- if (pa->rectall) {
- intptr_t *rs= pa->rectall + pa->rectx*y + x;
-
- addps(&handle->psmlist, rs, obi, facenr, z, 0, 0);
- handle->totps++;
- }
- if (pa->rectz) {
- int *rz= pa->rectz + pa->rectx*y + x;
- int *rp= pa->rectp + pa->rectx*y + x;
- int *ro= pa->recto + pa->rectx*y + x;
-
- if (z < *rz) {
- if (*rp == 0)
- handle->totps++;
- *rz= z;
- *rp= facenr;
- *ro= obi;
- }
- }
- if (pa->rectbackz) {
- int *rz= pa->rectbackz + pa->rectx*y + x;
- int *rp= pa->rectbackp + pa->rectx*y + x;
- int *ro= pa->rectbacko + pa->rectx*y + x;
-
- if (z >= *rz) {
- if (*rp == 0)
- handle->totps++;
- *rz= z;
- *rp= facenr;
- *ro= obi;
- }
- }
-}
-
-static void shade_sample_sss(ShadeSample *ssamp, Material *mat, ObjectInstanceRen *obi, VlakRen *vlr, int quad, float x, float y, float z, float *co, float color[3], float *area)
-{
- ShadeInput *shi= ssamp->shi;
- ShadeResult shr;
- float /* texfac,*/ /* UNUSED */ orthoarea, nor[3], alpha, sx, sy;
-
- /* cache for shadow */
- shi->samplenr= R.shadowsamplenr[shi->thread]++;
-
- if (quad)
- shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3);
- else
- shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
-
- /* center pixel */
- sx = x + 0.5f;
- sy = y + 0.5f;
-
- /* we estimate the area here using shi->dxco and shi->dyco. we need to
- * enabled shi->osatex these are filled. we compute two areas, one with
- * the normal pointed at the camera and one with the original normal, and
- * then clamp to avoid a too large contribution from a single pixel */
- shi->osatex= 1;
-
- copy_v3_v3(nor, shi->facenor);
- calc_view_vector(shi->facenor, sx, sy);
- normalize_v3(shi->facenor);
- shade_input_set_viewco(shi, x, y, sx, sy, z);
- orthoarea= len_v3(shi->dxco)*len_v3(shi->dyco);
-
- copy_v3_v3(shi->facenor, nor);
- shade_input_set_viewco(shi, x, y, sx, sy, z);
- *area = min_ff(len_v3(shi->dxco) * len_v3(shi->dyco), 2.0f * orthoarea);
-
- shade_input_set_uv(shi);
- shade_input_set_normals(shi);
-
- /* we don't want flipped normals, they screw up back scattering */
- if (shi->flippednor)
- shade_input_flip_normals(shi);
-
- /* not a pretty solution, but fixes common cases */
- if (shi->obr->ob && shi->obr->ob->transflag & OB_NEG_SCALE) {
- negate_v3(shi->vn);
- negate_v3(shi->vno);
- negate_v3(shi->nmapnorm);
- }
-
- /* if nodetree, use the material that we are currently preprocessing
- * instead of the node material */
- if (shi->mat->nodetree && shi->mat->use_nodes)
- shi->mat= mat;
-
- /* init material vars */
- shade_input_init_material(shi);
-
- /* render */
- shade_input_set_shade_texco(shi);
-
- shade_samples_do_AO(ssamp);
- shade_material_loop(shi, &shr);
-
- copy_v3_v3(co, shi->co);
- copy_v3_v3(color, shr.combined);
-
- /* texture blending */
- /* texfac= shi->mat->sss_texfac; */ /* UNUSED */
-
- alpha= shr.combined[3];
- *area *= alpha;
-}
-
-static void zbufshade_sss_free(RenderPart *pa)
-{
-#if 0
- MEM_freeN(pa->rectall); pa->rectall= NULL;
- freeps(&handle.psmlist);
-#else
- MEM_freeN(pa->rectz); pa->rectz= NULL;
- MEM_freeN(pa->rectp); pa->rectp= NULL;
- MEM_freeN(pa->recto); pa->recto= NULL;
- MEM_freeN(pa->rectbackz); pa->rectbackz= NULL;
- MEM_freeN(pa->rectbackp); pa->rectbackp= NULL;
- MEM_freeN(pa->rectbacko); pa->rectbacko= NULL;
-#endif
-}
-
-void zbufshade_sss_tile(RenderPart *pa)
-{
- Render *re= &R;
- ShadeSample ssamp;
- ZBufSSSHandle handle;
- RenderResult *rr= pa->result;
- RenderLayer *rl;
- VlakRen *vlr;
- Material *mat= re->sss_mat;
- float (*co)[3], (*color)[3], *area, *fcol;
- int x, y, seed, quad, totpoint;
- const bool display = (re->r.scemode & (R_BUTS_PREVIEW | R_VIEWPORT_PREVIEW)) == 0;
- int *ro, *rz, *rp, *rbo, *rbz, *rbp, lay;
-#if 0
- PixStr *ps;
- intptr_t *rs;
- int z;
-#endif
-
- /* setup pixelstr list and buffer for zbuffering */
- handle.pa= pa;
- handle.totps= 0;
-
-#if 0
- handle.psmlist.first= handle.psmlist.last= NULL;
- addpsmain(&handle.psmlist);
-
- pa->rectall= MEM_callocN(sizeof(intptr_t)*pa->rectx*pa->recty+4, "rectall");
-#else
- pa->recto= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "recto");
- pa->rectp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectp");
- pa->rectz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectz");
- pa->rectbacko= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectbacko");
- pa->rectbackp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectbackp");
- pa->rectbackz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectbackz");
-#endif
-
- /* setup shade sample with correct passes */
- memset(&ssamp, 0, sizeof(ssamp));
- shade_sample_initialize(&ssamp, pa, rr->layers.first);
- ssamp.tot= 1;
-
- for (rl=rr->layers.first; rl; rl=rl->next) {
- ssamp.shi[0].lay |= (1 << 20) - 1;
- ssamp.shi[0].layflag |= rl->layflag;
- ssamp.shi[0].passflag |= rl->passflag;
- ssamp.shi[0].combinedflag |= ~rl->pass_xor;
- }
-
- rl= rr->layers.first;
- ssamp.shi[0].passflag |= SCE_PASS_RGBA|SCE_PASS_COMBINED;
- ssamp.shi[0].combinedflag &= ~(SCE_PASS_SPEC);
- lay= ssamp.shi[0].lay;
-
- /* create the pixelstrs to be used later */
- zbuffer_sss(pa, lay, &handle, addps_sss);
-
- if (handle.totps==0) {
- zbufshade_sss_free(pa);
- return;
- }
-
- fcol= RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname);
-
- co= MEM_mallocN(sizeof(float)*3*handle.totps, "SSSCo");
- color= MEM_mallocN(sizeof(float)*3*handle.totps, "SSSColor");
- area= MEM_mallocN(sizeof(float)*handle.totps, "SSSArea");
-
-#if 0
- /* create ISB (does not work currently!) */
- if (re->r.mode & R_SHADOW)
- ISB_create(pa, NULL);
-#endif
-
- if (display) {
- /* initialize scanline updates for main thread */
- rr->renrect.ymin = 0;
- rr->renlay= rl;
- }
-
- seed= pa->rectx*pa->disprect.ymin;
-#if 0
- rs= pa->rectall;
-#else
- rz= pa->rectz;
- rp= pa->rectp;
- ro= pa->recto;
- rbz= pa->rectbackz;
- rbp= pa->rectbackp;
- rbo= pa->rectbacko;
-#endif
- totpoint= 0;
-
- for (y=pa->disprect.ymin; y<pa->disprect.ymax; y++, rr->renrect.ymax++) {
- for (x=pa->disprect.xmin; x<pa->disprect.xmax; x++, fcol+=4) {
- /* per pixel fixed seed */
- BLI_thread_srandom(pa->thread, seed++);
-
-#if 0
- if (rs) {
- /* for each sample in this pixel, shade it */
- for (ps = (PixStr *)(*rs); ps; ps=ps->next) {
- ObjectInstanceRen *obi= &re->objectinstance[ps->obi];
- ObjectRen *obr= obi->obr;
- vlr= RE_findOrAddVlak(obr, (ps->facenr-1) & RE_QUAD_MASK);
- quad= (ps->facenr & RE_QUAD_OFFS);
- z= ps->z;
-
- shade_sample_sss(&ssamp, mat, obi, vlr, quad, x, y, z,
- co[totpoint], color[totpoint], &area[totpoint]);
-
- totpoint++;
-
- add_v3_v3(fcol, color);
- fcol[3]= 1.0f;
- }
-
- rs++;
- }
-#else
- if (rp) {
- if (*rp != 0) {
- ObjectInstanceRen *obi= &re->objectinstance[*ro];
- ObjectRen *obr= obi->obr;
-
- /* shade front */
- vlr= RE_findOrAddVlak(obr, (*rp-1) & RE_QUAD_MASK);
- quad= ((*rp) & RE_QUAD_OFFS);
-
- shade_sample_sss(&ssamp, mat, obi, vlr, quad, x, y, *rz,
- co[totpoint], color[totpoint], &area[totpoint]);
-
- add_v3_v3(fcol, color[totpoint]);
- fcol[3]= 1.0f;
- totpoint++;
- }
-
- rp++; rz++; ro++;
- }
-
- if (rbp) {
- if (*rbp != 0 && !(*rbp == *(rp-1) && *rbo == *(ro-1))) {
- ObjectInstanceRen *obi= &re->objectinstance[*rbo];
- ObjectRen *obr= obi->obr;
-
- /* shade back */
- vlr= RE_findOrAddVlak(obr, (*rbp-1) & RE_QUAD_MASK);
- quad= ((*rbp) & RE_QUAD_OFFS);
-
- shade_sample_sss(&ssamp, mat, obi, vlr, quad, x, y, *rbz,
- co[totpoint], color[totpoint], &area[totpoint]);
-
- /* to indicate this is a back sample */
- area[totpoint]= -area[totpoint];
-
- add_v3_v3(fcol, color[totpoint]);
- fcol[3]= 1.0f;
- totpoint++;
- }
-
- rbz++; rbp++; rbo++;
- }
-#endif
- }
-
- if (y&1)
- if (re->test_break(re->tbh)) break;
- }
-
- /* note: after adding we do not free these arrays, sss keeps them */
- if (totpoint > 0) {
- sss_add_points(re, co, color, area, totpoint);
- }
- else {
- MEM_freeN(co);
- MEM_freeN(color);
- MEM_freeN(area);
- }
-
-#if 0
- if (re->r.mode & R_SHADOW)
- ISB_free(pa);
-#endif
-
- if (display) {
- /* display active layer */
- rr->renrect.ymin=rr->renrect.ymax = 0;
- rr->renlay= render_get_active_layer(&R, rr);
- }
-
- zbufshade_sss_free(pa);
-}
-
-/* ------------------------------------------------------------------------ */
-
-static void renderhalo_post(RenderResult *rr, float *rectf, HaloRen *har) /* postprocess version */
-{
- float dist, xsq, ysq, xn, yn, colf[4], *rectft, *rtf;
- float haloxs, haloys;
- int minx, maxx, miny, maxy, x, y;
-
- /* calculate the disprect mapped coordinate for halo. note: rectx is disprect corrected */
- haloxs= har->xs - R.disprect.xmin;
- haloys= har->ys - R.disprect.ymin;
-
- har->miny= miny= haloys - har->rad/R.ycor;
- har->maxy= maxy= haloys + har->rad/R.ycor;
-
- if (maxy < 0) {
- /* pass */
- }
- else if (rr->recty < miny) {
- /* pass */
- }
- else {
- minx = floor(haloxs - har->rad);
- maxx = ceil(haloxs + har->rad);
-
- if (maxx < 0) {
- /* pass */
- }
- else if (rr->rectx < minx) {
- /* pass */
- }
- else {
- if (minx<0) minx= 0;
- if (maxx>=rr->rectx) maxx= rr->rectx-1;
- if (miny<0) miny= 0;
- if (maxy>rr->recty) maxy= rr->recty;
-
- rectft= rectf+ 4*rr->rectx*miny;
-
- for (y=miny; y<maxy; y++) {
-
- rtf= rectft+4*minx;
-
- yn= (y - haloys)*R.ycor;
- ysq= yn*yn;
-
- for (x=minx; x<=maxx; x++) {
- xn= x - haloxs;
- xsq= xn*xn;
- dist= xsq+ysq;
- if (dist<har->radsq) {
-
- if (shadeHaloFloat(har, colf, 0x7FFFFF, dist, xn, yn, har->flarec))
- addalphaAddfacFloat(rtf, colf, har->add);
- }
- rtf+=4;
- }
-
- rectft+= 4*rr->rectx;
-
- if (R.test_break(R.tbh)) break;
- }
- }
- }
-}
-/* ------------------------------------------------------------------------ */
-
-static void renderflare(RenderResult *rr, float *rectf, HaloRen *har)
-{
- extern const float hashvectf[];
- HaloRen fla;
- Material *ma;
- const float *rc;
- float rad, alfa, visifac, vec[3];
- int b, type;
-
- fla= *har;
- fla.linec= fla.ringc= fla.flarec= 0;
-
- rad= har->rad;
- alfa= har->alfa;
-
- visifac= R.ycor*(har->pixels);
- /* all radials added / r^3 == 1.0f! */
- visifac /= (har->rad*har->rad*har->rad);
- visifac*= visifac;
-
- ma= har->mat;
-
- /* first halo: just do */
-
- har->rad= rad*ma->flaresize*visifac;
- har->radsq= har->rad*har->rad;
- har->zs= fla.zs= 0;
-
- har->alfa= alfa*visifac;
-
- renderhalo_post(rr, rectf, har);
-
- /* next halo's: the flares */
- rc= hashvectf + ma->seed2;
-
- for (b=1; b<har->flarec; b++) {
-
- fla.r = fabsf(rc[0]);
- fla.g = fabsf(rc[1]);
- fla.b = fabsf(rc[2]);
- fla.alfa= ma->flareboost*fabsf(alfa*visifac*rc[3]);
- fla.hard= 20.0f + fabsf(70.0f*rc[7]);
- fla.tex= 0;
-
- type= (int)(fabsf(3.9f*rc[6]));
-
- fla.rad = ma->subsize * sqrtf(fabsf(2.0f * har->rad * rc[4]));
-
- if (type==3) {
- fla.rad*= 3.0f;
- fla.rad+= R.rectx/10;
- }
-
- fla.radsq= fla.rad*fla.rad;
-
- vec[0]= 1.4f*rc[5]*(har->xs-R.winx/2);
- vec[1]= 1.4f*rc[5]*(har->ys-R.winy/2);
- vec[2]= 32.0f*sqrtf(vec[0]*vec[0] + vec[1]*vec[1] + 1.0f);
-
- fla.xs= R.winx/2 + vec[0] + (1.2f+rc[8])*R.rectx*vec[0]/vec[2];
- fla.ys= R.winy/2 + vec[1] + (1.2f+rc[8])*R.rectx*vec[1]/vec[2];
-
- if (R.flag & R_SEC_FIELD) {
- if (R.r.mode & R_ODDFIELD) fla.ys += 0.5f;
- else fla.ys -= 0.5f;
- }
- if (type & 1) fla.type= HA_FLARECIRC;
- else fla.type= 0;
- renderhalo_post(rr, rectf, &fla);
-
- fla.alfa*= 0.5f;
- if (type & 2) fla.type= HA_FLARECIRC;
- else fla.type= 0;
- renderhalo_post(rr, rectf, &fla);
-
- rc+= 7;
- }
-}
-
-/* needs recode... integrate this better! */
-void add_halo_flare(Render *re)
-{
- RenderResult *rr= re->result;
- RenderLayer *rl;
- HaloRen *har;
- int a, mode;
- float *rect;
-
- /* for now, we get the first renderlayer in list with halos set */
- for (rl= rr->layers.first; rl; rl= rl->next) {
- bool do_draw = false;
-
- if ((rl->layflag & SCE_LAY_HALO) == 0)
- continue;
-
- rect = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, re->viewname);
-
- if (rect==NULL)
- continue;
-
- mode= R.r.mode;
- R.r.mode &= ~R_PANORAMA;
-
- project_renderdata(&R, projectverto, 0, 0, 0);
-
- for (a=0; a<R.tothalo; a++) {
- har= R.sortedhalos[a];
-
- if (har->flarec && (har->lay & ((1 << 20) - 1))) {
- do_draw = true;
- renderflare(rr, rect, har);
- }
- }
-
- if (do_draw) {
- /* weak... the display callback wants an active renderlayer pointer... */
- rr->renlay= rl;
- re->display_update(re->duh, rr, NULL);
- }
-
- R.r.mode= mode;
- }
-}
-
-void render_internal_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
-{
- int type;
-
- RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
-
-#define CHECK_PASS(name, channels, chanid) \
- if (view_layer->passflag & (SCE_PASS_ ## name)) { \
- if (channels == 4) type = SOCK_RGBA; \
- else if (channels == 3) type = SOCK_VECTOR; \
- else type = SOCK_FLOAT; \
- RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_ ## name, channels, chanid, type); \
- }
-
- CHECK_PASS(Z, 1, "Z");
- CHECK_PASS(VECTOR, 4, "XYZW");
- CHECK_PASS(NORMAL, 3, "XYZ");
- CHECK_PASS(UV, 3, "UVA");
- CHECK_PASS(RGBA, 4, "RGBA");
- CHECK_PASS(EMIT, 3, "RGB");
- CHECK_PASS(DIFFUSE, 3, "RGB");
- CHECK_PASS(SPEC, 3, "RGB");
- CHECK_PASS(AO, 3, "RGB");
- CHECK_PASS(ENVIRONMENT, 3, "RGB");
- CHECK_PASS(INDIRECT, 3, "RGB");
- CHECK_PASS(SHADOW, 3, "RGB");
- CHECK_PASS(REFLECT, 3, "RGB");
- CHECK_PASS(REFRACT, 3, "RGB");
- CHECK_PASS(INDEXOB, 1, "X");
- CHECK_PASS(INDEXMA, 1, "X");
- CHECK_PASS(MIST, 1, "Z");
-
-#undef CHECK_PASS
-}