From 042d612df219c8f6a29afa235537380f227b5684 Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Mon, 23 Jan 2006 22:05:47 +0000 Subject: 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! --- source/blender/radiosity/SConscript | 3 +- source/blender/radiosity/extern/include/radio.h | 3 +- .../blender/radiosity/extern/include/radio_types.h | 3 + source/blender/radiosity/intern/source/Makefile | 1 + .../blender/radiosity/intern/source/radfactors.c | 8 +- source/blender/radiosity/intern/source/radio.c | 2 + source/blender/radiosity/intern/source/radrender.c | 100 +++++++++++---------- 7 files changed, 64 insertions(+), 56 deletions(-) (limited to 'source/blender/radiosity') 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 -#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 @@ -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>8]; else vlr++; + for(a=0; atotvlak; 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>8]; else vlr++; + for(a=0; atotvlak; 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>8]; else vlr++; + for(a=0; atotvlak; 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>8]; else vlr++; + for(a=0; atotvlak; 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>8]; else vlr++; + for(a=0; atotvlak; 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>8]; else vlr++; + for(a=0; atotvlak; 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>8]; else vlr++; + for(a=0; atotvlak; 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>8]; else vlr++; + for(a=0; atotvlak; 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; atotvert; 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 */ } -- cgit v1.2.3