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/**
* $Id$
*
* ***** 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., 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.
*
* Contributor(s): (c) 2006 Blender Foundation, full refactor
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef RENDER_TYPES_H
#define RENDER_TYPES_H
/* ------------------------------------------------------------------------- */
/* exposed internal in render module only! */
/* ------------------------------------------------------------------------- */
#include "DNA_color_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "DNA_object_types.h"
#include "DNA_vec_types.h"
#include "BLI_threads.h"
#include "RE_pipeline.h"
#include "RE_shader_ext.h" /* TexResult, ShadeResult, ShadeInput */
struct Object;
struct MemArena;
struct VertTableNode;
struct VlakTableNode;
struct GHash;
struct RenderBuckets;
#define TABLEINITSIZE 1024
#define LAMPINITSIZE 256
typedef struct SampleTables
{
float centLut[16];
float *fmask1[9], *fmask2[9];
char cmask[256], *centmask;
} SampleTables;
typedef struct QMCSampler
{
int type;
int tot;
double *samp2d;
double offs[BLENDER_MAX_THREADS][2];
} QMCSampler;
#define SAMP_TYPE_JITTERED 0
#define SAMP_TYPE_HALTON 1
#define SAMP_TYPE_HAMMERSLEY 2
/* this is handed over to threaded hiding/passes/shading engine */
typedef struct RenderPart
{
struct RenderPart *next, *prev;
/* result of part rendering */
RenderResult *result;
int *rectp; /* polygon index table */
int *rectz; /* zbuffer */
long *rectdaps; /* delta acum buffer for pixel structs */
int *rectbackp; /* polygon index table for backside sss */
int *rectbackz; /* zbuffer for backside sss */
long *rectall; /* buffer for all faces for sss */
rcti disprect; /* part coordinates within total picture */
int rectx, recty; /* the size */
short crop, ready; /* crop is amount of pixels we crop, for filter */
short sample, nr; /* sample can be used by zbuffers, nr is partnr */
short thread; /* thread id */
char *clipflag; /* clipflags for part zbuffering */
} RenderPart;
/* controls state of render, everything that's read-only during render stage */
struct Render
{
struct Render *next, *prev;
char name[RE_MAXNAME];
/* state settings */
short flag, osa, ok, do_gamma;
/* result of rendering */
RenderResult *result;
/* if render with single-layer option, other rendered layers are stored here */
RenderResult *pushedresult;
/* window size, display rect, viewplane */
int winx, winy;
rcti disprect; /* part within winx winy */
rctf viewplane; /* mapped on winx winy */
float viewdx, viewdy; /* size of 1 pixel */
float clipcrop; /* 2 pixel boundary to prevent clip when filter used */
/* final picture width and height (within disprect) */
int rectx, recty;
/* real maximum amount of xparts/yparts after correction for minimum */
int xparts, yparts;
/* real maximum size of parts after correction for minimum
partx*xparts can be larger than rectx, in that case last part is smaller */
int partx, party;
/* values for viewing */
float lens, ycor, viewfac;
float panophi, panosi, panoco, panodxp, panodxv;
/* Matrices */
float grvec[3]; /* for world */
float imat[3][3]; /* copy of viewinv */
float viewmat[4][4], viewinv[4][4];
float winmat[4][4];
/* clippping */
float clipsta;
float clipend;
/* samples */
SampleTables *samples;
float jit[32][2];
QMCSampler *qsa;
/* scene, and its full copy of renderdata and world */
Scene *scene;
RenderData r;
World wrld;
ListBase parts;
/* octree tables and variables for raytrace */
void *raytree;
/* use this instead of R.r.cfra */
float cfra;
/* render database */
int totvlak, totvert, tothalo, totstrand, totlamp;
ListBase lights; /* GroupObject pointers */
ListBase lampren; /* storage, for free */
int vertnodeslen;
struct VertTableNode *vertnodes;
int vlaknodeslen;
struct VlakTableNode *vlaknodes;
int strandnodeslen;
struct StrandTableNode *strandnodes;
int blohalen;
struct HaloRen **bloha;
ListBase objecttable;
ListBase strandbufs;
struct RenderBuckets *strandbuckets;
struct Image *backbuf, *bakebuf;
struct GHash *orco_hash;
struct GHash *sss_hash;
ListBase *sss_points;
struct Material *sss_mat;
ListBase customdata_names;
struct Object *excludeob;
/* arena for allocating data for use during render, for
* example dynamic TFaces to go in the VlakRen structure.
*/
struct MemArena *memArena;
/* callbacks */
void (*display_init)(RenderResult *rr);
void (*display_clear)(RenderResult *rr);
void (*display_draw)(RenderResult *rr, volatile rcti *rect);
void (*stats_draw)(RenderStats *ri);
void (*timecursor)(int i);
int (*test_break)(void);
int (*test_return)(void);
void (*error)(char *str);
RenderStats i;
};
/* ------------------------------------------------------------------------- */
struct ISBData;
typedef struct ShadSampleBuf {
struct ShadSampleBuf *next, *prev;
long *zbuf;
char *cbuf;
} ShadSampleBuf;
typedef struct ShadBuf {
/* regular shadowbuffer */
short samp, shadhalostep, totbuf;
float persmat[4][4];
float viewmat[4][4];
float winmat[4][4];
float *jit, *weight;
float d, clipend, pixsize, soft;
int co[3];
int size, bias;
ListBase buffers;
/* irregular shadowbufer, result stored per thread */
struct ISBData *isb_result[BLENDER_MAX_THREADS];
} ShadBuf;
/* ------------------------------------------------------------------------- */
/* lookup of objects in database */
typedef struct ObjectRen {
struct ObjectRen *next, *prev;
struct Object *ob, *par;
int index, startvert, endvert, startface, endface, startstrand, endstrand;
float *vectors;
} ObjectRen;
/* ------------------------------------------------------------------------- */
typedef struct VertRen
{
float co[3];
float n[3];
float ho[4];
float *orco;
short clip;
unsigned short flag; /* in use for clipping zbuffer parts, temp setting stuff in convertblender.c */
float accum; /* accum for radio weighting, and for strand texco static particles */
int index; /* index allows extending vertren with any property */
} VertRen;
/* ------------------------------------------------------------------------- */
struct halosort {
struct HaloRen *har;
int z;
};
/* ------------------------------------------------------------------------- */
struct Material;
struct MTFace;
typedef struct RadFace {
float unshot[3], totrad[3];
float norm[3], cent[3], area;
int flag;
} RadFace;
typedef struct VlakRen {
struct VertRen *v1, *v2, *v3, *v4; /* keep in order for ** addressing */
unsigned int lay;
float n[3];
struct Material *mat;
char noflag, puno;
char flag, ec;
RadFace *radface;
Object *ob;
int index;
} VlakRen;
typedef struct HaloRen
{
short miny, maxy;
float alfa, xs, ys, rad, radsq, sin, cos, co[3], no[3];
float hard, b, g, r;
int zs, zd;
int zBufDist; /* depth in the z-buffer coordinate system */
char starpoints, type, add, tex;
char linec, ringc, seed;
short flarec; /* used to be a char. why ?*/
float hasize;
int pixels;
unsigned int lay;
struct Material *mat;
} HaloRen;
typedef struct StrandVert {
float co[3];
float strandco;
} StrandVert;
typedef struct StrandBuffer {
struct StrandBuffer *next, *prev;
struct StrandVert *vert;
int totvert;
struct Object *ob;
struct Material *ma;
unsigned int lay;
int overrideuv;
int flag, maxdepth;
float adaptcos;
float winmat[4][4];
int winx, winy;
} StrandBuffer;
typedef struct StrandRen {
StrandVert *vert;
StrandBuffer *buffer;
int totvert, flag;
int clip, index;
float orco[3];
} StrandRen;
struct LampRen;
struct MTex;
/**
* For each lamp in a scene, a LampRen is created. It determines the
* properties of a lightsource.
*/
typedef struct LampShadowSubSample {
int samplenr;
float shadfac[4]; /* rgba shadow */
} LampShadowSubSample;
typedef struct LampShadowSample {
LampShadowSubSample s[16]; /* MAX OSA */
} LampShadowSample;
typedef struct LampRen {
struct LampRen *next, *prev;
float xs, ys, dist;
float co[3];
short type, mode;
float r, g, b, k;
float energy, haint;
int lay;
float spotsi,spotbl;
float vec[3];
float xsp, ysp, distkw, inpr;
float halokw, halo;
short falloff_type;
float ld1,ld2;
struct CurveMapping *curfalloff;
/* copied from Lamp, to decouple more rendering stuff */
/** Size of the shadowbuffer */
short bufsize;
/** Number of samples for the shadows */
short samp;
/** Softness factor for shadow */
float soft;
/** amount of subsample buffers and type of filter for sampling */
short buffers, filtertype;
/** shadow buffer type (regular, irregular) */
short buftype;
/** autoclip */
short bufflag;
/** shadow plus halo: detail level */
short shadhalostep;
/** Near clip of the lamp */
float clipsta;
/** Far clip of the lamp */
float clipend;
/** A small depth offset to prevent self-shadowing. */
float bias;
short ray_samp, ray_sampy, ray_sampz, ray_samp_method, ray_samp_type, area_shape, ray_totsamp;
short xold[BLENDER_MAX_THREADS], yold[BLENDER_MAX_THREADS]; /* last jitter table for area lights */
float area_size, area_sizey, area_sizez;
float adapt_thresh;
struct ShadBuf *shb;
float *jitter;
QMCSampler *qsa;
float imat[3][3];
float spottexfac;
float sh_invcampos[3], sh_zfac; /* sh_= spothalo */
float mat[3][3]; /* 3x3 part from lampmat x viewmat */
float area[8][3], areasize;
/* passes & node shader support: all shadow info for a pixel */
LampShadowSample *shadsamp;
/* yafray: photonlight params */
int YF_numphotons, YF_numsearch;
short YF_phdepth, YF_useqmc, YF_bufsize;
float YF_causticblur, YF_ltradius;
float YF_glowint, YF_glowofs;
short YF_glowtype;
/* ray optim */
VlakRen *vlr_last[BLENDER_MAX_THREADS];
struct MTex *mtex[MAX_MTEX];
} LampRen;
/* **************** defines ********************* */
/* R.r.mode flag is same as for renderdata */
/* R.flag */
#define R_ZTRA 1
#define R_HALO 2
#define R_SEC_FIELD 4
#define R_LAMPHALO 8
#define R_GLOB_NOPUNOFLIP 16
#define R_NEED_TANGENT 32
/* vlakren->flag (vlak = face in dutch) char!!! */
#define R_SMOOTH 1
#define R_VISIBLE 2
/* strand flag, means special handling */
#define R_STRAND 4
#define R_NOPUNOFLIP 8
#define R_FULL_OSA 16
#define R_FACE_SPLIT 32
/* Tells render to divide face other way. */
#define R_DIVIDE_24 64
/* vertex normals are tangent or view-corrected vector, for hair strands */
#define R_TANGENT 128
/* vlakren->noflag (char) */
#define R_SNPROJ_X 1
#define R_SNPROJ_Y 2
#define R_SNPROJ_Z 4
#define R_FLIPPED_NO 8
/* strandbuffer->flag */
#define R_STRAND_BSPLINE 1
#define R_STRAND_B_UNITS 2
#endif /* RENDER_TYPES_H */
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