2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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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!
2006-01-23 22:05:47 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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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!
2006-01-23 22:05:47 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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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!
2006-01-23 22:05:47 +00:00
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* Contributors: Hos, Robert Wenzlaff.
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* Contributors: 2004/2005/2006 Blender Foundation, full recode
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2002-10-12 11:37:38 +00:00
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*
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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!
2006-01-23 22:05:47 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2005-11-23 21:25:20 +00:00
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/* system includes */
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2006-01-31 21:49:05 +00:00
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#include <stdio.h>
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2005-11-23 21:25:20 +00:00
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#include <math.h>
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2008-03-12 20:22:05 +00:00
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#include <float.h>
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2005-11-23 21:25:20 +00:00
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#include <string.h>
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2002-10-12 11:37:38 +00:00
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/* External modules: */
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2006-09-06 19:13:23 +00:00
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#include "MEM_guardedalloc.h"
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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!
2006-01-23 22:05:47 +00:00
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BLI_jitter.h"
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2006-02-11 15:55:00 +00:00
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#include "BLI_rand.h"
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#include "BLI_threads.h"
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Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
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2002-10-12 11:37:38 +00:00
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#include "BKE_utildefines.h"
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Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
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#include "DNA_image_types.h"
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#include "DNA_lamp_types.h"
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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!
2006-01-23 22:05:47 +00:00
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#include "DNA_material_types.h"
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2004-07-08 20:38:27 +00:00
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#include "DNA_meshdata_types.h"
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2008-07-03 10:38:35 +00:00
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#include "DNA_group_types.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_global.h"
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2006-12-20 17:57:56 +00:00
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#include "BKE_image.h"
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2006-11-19 14:12:56 +00:00
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#include "BKE_main.h"
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Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
|
|
|
#include "BKE_node.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
#include "BKE_texture.h"
|
|
|
|
|
|
2006-11-19 14:12:56 +00:00
|
|
|
#include "IMB_imbuf_types.h"
|
|
|
|
|
#include "IMB_imbuf.h"
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* local include */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
#include "renderpipeline.h"
|
|
|
|
|
#include "render_types.h"
|
|
|
|
|
#include "renderdatabase.h"
|
2008-01-17 19:27:16 +00:00
|
|
|
#include "occlusion.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
#include "pixelblending.h"
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
#include "pixelshading.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
#include "shadbuf.h"
|
2006-12-05 16:43:01 +00:00
|
|
|
#include "shading.h"
|
2007-05-03 21:37:52 +00:00
|
|
|
#include "sss.h"
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
#include "zbuf.h"
|
2007-11-28 22:21:12 +00:00
|
|
|
#include "RE_raytrace.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
#include "PIL_time.h"
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* own include */
|
|
|
|
|
#include "rendercore.h"
|
|
|
|
|
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
|
|
|
|
|
/* 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;
|
|
|
|
|
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* x and y are current pixels in rect to be rendered */
|
|
|
|
|
/* do not normalize! */
|
2005-04-29 08:18:41 +00:00
|
|
|
void calc_view_vector(float *view, float x, float y)
|
2005-01-30 11:25:27 +00:00
|
|
|
{
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2006-11-21 12:41:07 +00:00
|
|
|
view[2]= -ABS(R.clipsta);
|
Recoded Panorama rendering.
The old implementation was added quite hackish (talking about 10 yr ago).
You also had to make a small image slice, which was extended Xparts in
size. That also required to adjust the camera angle. Very clumsy.
Now; when enabling the Panorama option, it will automatically apply the
panorama effect on the vertically aligned tiles. You can just enable or
disable the "Pano" button, to get a subtle lens effect like this:
(without pano)
http://www.blender.org/bf/rt.jpg
(with pano)
http://www.blender.org/bf/rt1.jpg
For Panorama render, the minimum slice size has been hardcoded to be 8
pixels. The XParts button goes up to 512 to allow that. In practice,
rendering 64 slices will already give very good images for a wide angle
lens of 90 degrees, the curvature of straight lines then is equal to
a circle of 256 points.
Rendering a full 360 degree panorama you do by creating an extreme wide
angle camera. The theory says camera-lens 5 should do 360 degrees, but
for some reason my tests reveil it's 5.1... there's a rounding error
somewhere, maybe related to the clipping plane start? Will look at that
later. :)
Also note that for each Xpart slice, the entire database needs to be
rotated around camera to correct for panorama, on huge scenes that might
give some overhead.
Threaded render goes fine for Panorama too, but it can only render the
vertically aligned parts in parallel. For the next panorama slice it has
to wait for all threads of the current slice to be ready.
On reading old files, I convert the settings to match as closely as
possible the new situation.
Since I cannot bump up the version #, the code detects for old panorama
by checking for the image size. If image width is smaller than height, it
assumes it's an old file (only if Panoroma option was set).
2006-02-27 12:39:36 +00:00
|
|
|
|
2005-01-30 11:25:27 +00:00
|
|
|
if(R.r.mode & R_ORTHO) {
|
Recoded Panorama rendering.
The old implementation was added quite hackish (talking about 10 yr ago).
You also had to make a small image slice, which was extended Xparts in
size. That also required to adjust the camera angle. Very clumsy.
Now; when enabling the Panorama option, it will automatically apply the
panorama effect on the vertically aligned tiles. You can just enable or
disable the "Pano" button, to get a subtle lens effect like this:
(without pano)
http://www.blender.org/bf/rt.jpg
(with pano)
http://www.blender.org/bf/rt1.jpg
For Panorama render, the minimum slice size has been hardcoded to be 8
pixels. The XParts button goes up to 512 to allow that. In practice,
rendering 64 slices will already give very good images for a wide angle
lens of 90 degrees, the curvature of straight lines then is equal to
a circle of 256 points.
Rendering a full 360 degree panorama you do by creating an extreme wide
angle camera. The theory says camera-lens 5 should do 360 degrees, but
for some reason my tests reveil it's 5.1... there's a rounding error
somewhere, maybe related to the clipping plane start? Will look at that
later. :)
Also note that for each Xpart slice, the entire database needs to be
rotated around camera to correct for panorama, on huge scenes that might
give some overhead.
Threaded render goes fine for Panorama too, but it can only render the
vertically aligned parts in parallel. For the next panorama slice it has
to wait for all threads of the current slice to be ready.
On reading old files, I convert the settings to match as closely as
possible the new situation.
Since I cannot bump up the version #, the code detects for old panorama
by checking for the image size. If image width is smaller than height, it
assumes it's an old file (only if Panoroma option was set).
2006-02-27 12:39:36 +00:00
|
|
|
view[0]= view[1]= 0.0f;
|
2005-01-30 11:25:27 +00:00
|
|
|
}
|
|
|
|
|
else {
|
Recoded Panorama rendering.
The old implementation was added quite hackish (talking about 10 yr ago).
You also had to make a small image slice, which was extended Xparts in
size. That also required to adjust the camera angle. Very clumsy.
Now; when enabling the Panorama option, it will automatically apply the
panorama effect on the vertically aligned tiles. You can just enable or
disable the "Pano" button, to get a subtle lens effect like this:
(without pano)
http://www.blender.org/bf/rt.jpg
(with pano)
http://www.blender.org/bf/rt1.jpg
For Panorama render, the minimum slice size has been hardcoded to be 8
pixels. The XParts button goes up to 512 to allow that. In practice,
rendering 64 slices will already give very good images for a wide angle
lens of 90 degrees, the curvature of straight lines then is equal to
a circle of 256 points.
Rendering a full 360 degree panorama you do by creating an extreme wide
angle camera. The theory says camera-lens 5 should do 360 degrees, but
for some reason my tests reveil it's 5.1... there's a rounding error
somewhere, maybe related to the clipping plane start? Will look at that
later. :)
Also note that for each Xpart slice, the entire database needs to be
rotated around camera to correct for panorama, on huge scenes that might
give some overhead.
Threaded render goes fine for Panorama too, but it can only render the
vertically aligned parts in parallel. For the next panorama slice it has
to wait for all threads of the current slice to be ready.
On reading old files, I convert the settings to match as closely as
possible the new situation.
Since I cannot bump up the version #, the code detects for old panorama
by checking for the image size. If image width is smaller than height, it
assumes it's an old file (only if Panoroma option was set).
2006-02-27 12:39:36 +00:00
|
|
|
|
|
|
|
|
if(R.r.mode & R_PANORAMA)
|
|
|
|
|
x-= R.panodxp;
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* move x and y to real viewplane coords */
|
|
|
|
|
x= (x/(float)R.winx);
|
|
|
|
|
view[0]= R.viewplane.xmin + x*(R.viewplane.xmax - R.viewplane.xmin);
|
2005-01-30 11:25:27 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
y= (y/(float)R.winy);
|
|
|
|
|
view[1]= R.viewplane.ymin + y*(R.viewplane.ymax - R.viewplane.ymin);
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
Recoded Panorama rendering.
The old implementation was added quite hackish (talking about 10 yr ago).
You also had to make a small image slice, which was extended Xparts in
size. That also required to adjust the camera angle. Very clumsy.
Now; when enabling the Panorama option, it will automatically apply the
panorama effect on the vertically aligned tiles. You can just enable or
disable the "Pano" button, to get a subtle lens effect like this:
(without pano)
http://www.blender.org/bf/rt.jpg
(with pano)
http://www.blender.org/bf/rt1.jpg
For Panorama render, the minimum slice size has been hardcoded to be 8
pixels. The XParts button goes up to 512 to allow that. In practice,
rendering 64 slices will already give very good images for a wide angle
lens of 90 degrees, the curvature of straight lines then is equal to
a circle of 256 points.
Rendering a full 360 degree panorama you do by creating an extreme wide
angle camera. The theory says camera-lens 5 should do 360 degrees, but
for some reason my tests reveil it's 5.1... there's a rounding error
somewhere, maybe related to the clipping plane start? Will look at that
later. :)
Also note that for each Xpart slice, the entire database needs to be
rotated around camera to correct for panorama, on huge scenes that might
give some overhead.
Threaded render goes fine for Panorama too, but it can only render the
vertically aligned parts in parallel. For the next panorama slice it has
to wait for all threads of the current slice to be ready.
On reading old files, I convert the settings to match as closely as
possible the new situation.
Since I cannot bump up the version #, the code detects for old panorama
by checking for the image size. If image width is smaller than height, it
assumes it's an old file (only if Panoroma option was set).
2006-02-27 12:39:36 +00:00
|
|
|
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;
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
void calc_renderco_ortho(float *co, float x, float y, int z)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2006-12-05 16:43:01 +00:00
|
|
|
/* 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;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
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];
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
zco= ((float)z)/2147483647.0f;
|
|
|
|
|
co[2]= R.winmat[3][2]/( R.winmat[2][3]*zco - R.winmat[2][2] );
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
void calc_renderco_zbuf(float *co, float *view, int z)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2006-12-05 16:43:01 +00:00
|
|
|
float fac, zco;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
/* 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] );
|
2005-08-14 19:26:58 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
fac= co[2]/view[2];
|
|
|
|
|
co[0]= fac*view[0];
|
|
|
|
|
co[1]= fac*view[1];
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2006-10-14 10:21:19 +00:00
|
|
|
/* also used in zbuf.c and shadbuf.c */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
int count_mask(unsigned short mask)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
if(R.samples)
|
|
|
|
|
return (R.samples->cmask[mask & 255]+R.samples->cmask[mask>>8]);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
static int calchalo_z(HaloRen *har, int zz)
|
|
|
|
|
{
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if(har->type & HA_ONLYSKY) {
|
2008-09-09 11:40:29 +00:00
|
|
|
if(zz < 0x7FFFFFF0) zz= - 0x7FFFFF; /* edge render messes zvalues */
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
zz= (zz>>8);
|
|
|
|
|
}
|
|
|
|
|
return zz;
|
|
|
|
|
}
|
|
|
|
|
|
2008-04-14 19:48:14 +00:00
|
|
|
|
|
|
|
|
|
2008-02-21 20:58:22 +00:00
|
|
|
static void halo_pixelstruct(HaloRen *har, RenderLayer **rlpp, int totsample, int od, float dist, float xn, float yn, PixStr *ps)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-04-14 19:48:14 +00:00
|
|
|
float col[4], accol[4], fac;
|
2008-04-12 21:44:08 +00:00
|
|
|
int amount, amountm, zz, flarec, sample, fullsample, mask=0;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2008-04-12 21:44:08 +00:00
|
|
|
fullsample= (totsample > 1);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
amount= 0;
|
2006-12-05 16:43:01 +00:00
|
|
|
accol[0]=accol[1]=accol[2]=accol[3]= 0.0f;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
flarec= har->flarec;
|
|
|
|
|
|
|
|
|
|
while(ps) {
|
|
|
|
|
amountm= count_mask(ps->mask);
|
|
|
|
|
amount+= amountm;
|
|
|
|
|
|
|
|
|
|
zz= calchalo_z(har, ps->z);
|
2008-04-17 12:11:15 +00:00
|
|
|
if((zz> har->zs) || (har->mat && (har->mat->mode & MA_HALO_SOFT))) {
|
2008-04-14 19:48:14 +00:00
|
|
|
if(shadeHaloFloat(har, col, zz, dist, xn, yn, flarec)) {
|
|
|
|
|
flarec= 0;
|
|
|
|
|
|
|
|
|
|
if(fullsample) {
|
|
|
|
|
for(sample=0; sample<totsample; sample++)
|
|
|
|
|
if(ps->mask & (1 << sample))
|
|
|
|
|
addalphaAddfacFloat(rlpp[sample]->rectf + 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];
|
|
|
|
|
}
|
2008-04-12 21:44:08 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2008-04-12 21:44:08 +00:00
|
|
|
mask |= ps->mask;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
ps= ps->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2008-04-12 21:44:08 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* now do the sky sub-pixels */
|
|
|
|
|
amount= R.osa-amount;
|
|
|
|
|
if(amount) {
|
2008-04-14 19:48:14 +00:00
|
|
|
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];
|
|
|
|
|
}
|
2008-04-12 21:44:08 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(fullsample) {
|
|
|
|
|
for(sample=0; sample<totsample; sample++)
|
|
|
|
|
if(!(mask & (1 << sample)))
|
|
|
|
|
addalphaAddfacFloat(rlpp[sample]->rectf + 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++)
|
|
|
|
|
addalphaAddfacFloat(rlpp[sample]->rectf + od*4, col, har->add);
|
2005-01-07 14:11:00 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2008-02-21 20:58:22 +00:00
|
|
|
static void halo_tile(RenderPart *pa, RenderLayer *rl)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-02-21 20:58:22 +00:00
|
|
|
RenderLayer *rlpp[RE_MAX_OSA];
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
HaloRen *har;
|
2006-06-25 10:52:13 +00:00
|
|
|
rcti disprect= pa->disprect, testrect= pa->disprect;
|
2008-02-21 20:58:22 +00:00
|
|
|
float dist, xsq, ysq, xn, yn;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
float col[4];
|
2008-08-17 17:08:00 +00:00
|
|
|
intptr_t *rd= NULL;
|
2008-02-21 20:58:22 +00:00
|
|
|
int a, *rz, zz, y, sample, totsample, od;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
short minx, maxx, miny, maxy, x;
|
2008-02-21 20:58:22 +00:00
|
|
|
unsigned int lay= rl->lay;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-06-25 10:52:13 +00:00
|
|
|
/* 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;
|
|
|
|
|
}
|
|
|
|
|
|
2008-02-21 20:58:22 +00:00
|
|
|
totsample= get_sample_layers(pa, rl, rlpp);
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
for(a=0; a<R.tothalo; a++) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
har= R.sortedhalos[a];
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
/* layer test, clip halo with y */
|
|
|
|
|
if((har->lay & lay)==0);
|
2006-06-25 10:52:13 +00:00
|
|
|
else if(testrect.ymin > har->maxy);
|
|
|
|
|
else if(testrect.ymax < har->miny);
|
2002-10-12 11:37:38 +00:00
|
|
|
else {
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
minx= floor(har->xs-har->rad);
|
|
|
|
|
maxx= ceil(har->xs+har->rad);
|
|
|
|
|
|
2006-06-25 10:52:13 +00:00
|
|
|
if(testrect.xmin > maxx);
|
|
|
|
|
else if(testrect.xmax < minx);
|
2002-10-12 11:37:38 +00:00
|
|
|
else {
|
|
|
|
|
|
2006-06-25 10:52:13 +00:00
|
|
|
minx= MAX2(minx, testrect.xmin);
|
|
|
|
|
maxx= MIN2(maxx, testrect.xmax);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2006-06-25 10:52:13 +00:00
|
|
|
miny= MAX2(har->miny, testrect.ymin);
|
|
|
|
|
maxy= MIN2(har->maxy, testrect.ymax);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
for(y=miny; y<maxy; y++) {
|
|
|
|
|
int rectofs= (y-disprect.ymin)*pa->rectx + (minx - disprect.xmin);
|
|
|
|
|
rz= pa->rectz + rectofs;
|
2008-02-21 20:58:22 +00:00
|
|
|
od= rectofs;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
if(pa->rectdaps)
|
|
|
|
|
rd= pa->rectdaps + rectofs;
|
|
|
|
|
|
|
|
|
|
yn= (y-har->ys)*R.ycor;
|
|
|
|
|
ysq= yn*yn;
|
|
|
|
|
|
2008-02-21 20:58:22 +00:00
|
|
|
for(x=minx; x<maxx; x++, rz++, od++) {
|
2002-10-12 11:37:38 +00:00
|
|
|
xn= x- har->xs;
|
|
|
|
|
xsq= xn*xn;
|
|
|
|
|
dist= xsq+ysq;
|
|
|
|
|
if(dist<har->radsq) {
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
if(rd && *rd) {
|
2008-02-21 20:58:22 +00:00
|
|
|
halo_pixelstruct(har, rlpp, totsample, od, dist, xn, yn, (PixStr *)*rd);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
zz= calchalo_z(har, *rz);
|
2008-04-17 12:11:15 +00:00
|
|
|
if((zz> har->zs) || (har->mat && (har->mat->mode & MA_HALO_SOFT))) {
|
2008-04-14 19:48:14 +00:00
|
|
|
if(shadeHaloFloat(har, col, zz, dist, xn, yn, har->flarec)) {
|
|
|
|
|
for(sample=0; sample<totsample; sample++)
|
|
|
|
|
addalphaAddfacFloat(rlpp[sample]->rectf + od*4, col, har->add);
|
|
|
|
|
}
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(rd) rd++;
|
|
|
|
|
}
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(R.test_break(R.tbh) ) break;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-12-08 09:40:44 +00:00
|
|
|
static void lamphalo_tile(RenderPart *pa, RenderLayer *rl)
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
{
|
2008-04-29 19:51:23 +00:00
|
|
|
RenderLayer *rlpp[RE_MAX_OSA];
|
2006-12-05 16:43:01 +00:00
|
|
|
ShadeInput shi;
|
2008-04-29 19:51:23 +00:00
|
|
|
float *pass;
|
|
|
|
|
float fac, col[4];
|
2008-08-17 17:08:00 +00:00
|
|
|
intptr_t *rd= pa->rectdaps;
|
2008-04-29 19:51:23 +00:00
|
|
|
int *rz= pa->rectz;
|
|
|
|
|
int x, y, sample, totsample, fullsample, od;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2008-04-29 19:51:23 +00:00
|
|
|
totsample= get_sample_layers(pa, rl, rlpp);
|
|
|
|
|
fullsample= (totsample > 1);
|
|
|
|
|
|
2008-01-13 11:15:23 +00:00
|
|
|
shade_input_initialize(&shi, pa, rl, 0); /* this zero's ShadeInput for us */
|
2006-12-05 16:43:01 +00:00
|
|
|
|
2008-04-29 19:51:23 +00:00
|
|
|
for(od=0, y=pa->disprect.ymin; y<pa->disprect.ymax; y++) {
|
|
|
|
|
for(x=pa->disprect.xmin; x<pa->disprect.xmax; x++, rz++, od++) {
|
2006-12-05 16:43:01 +00:00
|
|
|
|
|
|
|
|
calc_view_vector(shi.view, x, y);
|
|
|
|
|
|
|
|
|
|
if(rd && *rd) {
|
|
|
|
|
PixStr *ps= (PixStr *)*rd;
|
2008-04-29 19:51:23 +00:00
|
|
|
int count, totsamp= 0, mask= 0;
|
2006-12-05 16:43:01 +00:00
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
2008-04-29 19:51:23 +00:00
|
|
|
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= rlpp[sample]->rectf + 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= rl->rectf + 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;
|
|
|
|
|
}
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
ps= ps->next;
|
|
|
|
|
}
|
2008-04-29 19:51:23 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
if(totsamp<R.osa) {
|
|
|
|
|
shi.co[2]= 0.0f;
|
2008-04-29 19:51:23 +00:00
|
|
|
|
|
|
|
|
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= rlpp[sample]->rectf + 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= rl->rectf + 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;
|
|
|
|
|
}
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
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);
|
|
|
|
|
|
2008-04-29 19:51:23 +00:00
|
|
|
col[0]= col[1]= col[2]= col[3]= 0.0f;
|
|
|
|
|
renderspothalo(&shi, col, 1.0f);
|
|
|
|
|
|
|
|
|
|
for(sample=0; sample<totsample; sample++) {
|
|
|
|
|
pass= rlpp[sample]->rectf + 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;
|
|
|
|
|
}
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(rd) rd++;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
2006-12-05 16:43:01 +00:00
|
|
|
if(y&1)
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(R.test_break(R.tbh)) break;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2003-04-27 14:05:41 +00:00
|
|
|
/* ********************* MAINLOOPS ******************** */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2006-02-02 17:54:22 +00:00
|
|
|
/* osa version */
|
2006-12-05 16:43:01 +00:00
|
|
|
static void add_filt_passes(RenderLayer *rl, int curmask, int rectx, int offset, ShadeInput *shi, ShadeResult *shr)
|
2006-02-02 17:54:22 +00:00
|
|
|
{
|
|
|
|
|
RenderPass *rpass;
|
2008-01-28 16:33:59 +00:00
|
|
|
|
|
|
|
|
/* combined rgb */
|
|
|
|
|
add_filt_fmask(curmask, shr->combined, rl->rectf + 4*offset, rectx);
|
2006-02-02 17:54:22 +00:00
|
|
|
|
|
|
|
|
for(rpass= rl->passes.first; rpass; rpass= rpass->next) {
|
|
|
|
|
float *fp, *col= NULL;
|
|
|
|
|
int pixsize= 3;
|
|
|
|
|
|
|
|
|
|
switch(rpass->passtype) {
|
2008-01-28 16:33:59 +00:00
|
|
|
case SCE_PASS_Z:
|
|
|
|
|
fp= rpass->rect + offset;
|
2008-01-30 13:35:28 +00:00
|
|
|
*fp= shr->z;
|
2008-01-28 16:33:59 +00:00
|
|
|
break;
|
2006-02-02 17:54:22 +00:00
|
|
|
case SCE_PASS_RGBA:
|
|
|
|
|
col= shr->col;
|
|
|
|
|
pixsize= 4;
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_DIFFUSE:
|
2006-12-07 14:17:38 +00:00
|
|
|
col= shr->diff;
|
2006-02-02 17:54:22 +00:00
|
|
|
break;
|
|
|
|
|
case SCE_PASS_SPEC:
|
|
|
|
|
col= shr->spec;
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_SHADOW:
|
|
|
|
|
col= shr->shad;
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_AO:
|
|
|
|
|
col= shr->ao;
|
|
|
|
|
break;
|
2006-12-05 16:43:01 +00:00
|
|
|
case SCE_PASS_REFLECT:
|
|
|
|
|
col= shr->refl;
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_REFRACT:
|
|
|
|
|
col= shr->refr;
|
2006-02-02 17:54:22 +00:00
|
|
|
break;
|
2006-12-10 20:30:15 +00:00
|
|
|
case SCE_PASS_RADIO:
|
|
|
|
|
col= shr->rad;
|
|
|
|
|
break;
|
2006-02-02 17:54:22 +00:00
|
|
|
case SCE_PASS_NORMAL:
|
|
|
|
|
col= shr->nor;
|
|
|
|
|
break;
|
2006-12-10 20:30:15 +00:00
|
|
|
case SCE_PASS_UV:
|
|
|
|
|
/* box filter only, gauss will screwup UV too much */
|
2007-01-15 11:41:10 +00:00
|
|
|
if(shi->totuv) {
|
2006-12-10 20:30:15 +00:00
|
|
|
float mult= (float)count_mask(curmask)/(float)R.osa;
|
|
|
|
|
fp= rpass->rect + 3*offset;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
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]);
|
2006-12-10 20:30:15 +00:00
|
|
|
fp[2]+= mult;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2006-12-05 16:43:01 +00:00
|
|
|
case SCE_PASS_INDEXOB:
|
|
|
|
|
/* no filter */
|
|
|
|
|
if(shi->vlr) {
|
|
|
|
|
fp= rpass->rect + offset;
|
2006-12-10 20:30:15 +00:00
|
|
|
if(*fp==0.0f)
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
*fp= (float)shi->obr->ob->index;
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
|
|
|
|
break;
|
2008-01-19 11:17:12 +00:00
|
|
|
case SCE_PASS_MIST:
|
|
|
|
|
/* */
|
|
|
|
|
col= &shr->mist;
|
|
|
|
|
pixsize= 1;
|
|
|
|
|
break;
|
|
|
|
|
|
2006-02-02 17:54:22 +00:00
|
|
|
case SCE_PASS_VECTOR:
|
iImage based Vector Blur
After a couple of experiments with variable blur filters, I tried
a more interesting, and who knows... original approach. :)
First watch results here:
http://www.blender.org/bf/rt0001_0030.avi
http://www.blender.org/bf/hand0001_0060.avi
These are the steps in producing such results:
- In preprocess, the speed vectors to previous and next frame are
calculated. Speed vectors are screen-aligned and in pixel size.
- while rendering, these vectors get calculated per sample, and
accumulated in the vector buffer checking for "minimum speed".
(on start the vector buffer is initialized on max speed).
- After render:
- The entire image, all pixels, then is converted to quad polygons.
- Also the z value of the pixels is assigned to the polygons
- The vertices for the quads use averaged speed vectors (of the 4
corner faces), using a 'minimum but non-zero' speed rule.
This minimal speed trick works very well to prevent 'tearing' apart
when multiple faces move in different directions in a pixel, or to
be able to separate moving pixels clearly from non-moving ones
- So, now we have a sort of 'mask' of quad polygons. The previous steps
guaranteed that this mask doesn't have antialias color info, and has
speed vectors that ensure individual parts to move nicely without
tearing effects. The Z allows multiple layers of moving masks.
- Then, in temporal buffer, faces get tagged if they move or not
- These tags then go to an anti-alias routine, which assigns alpha
values to edge faces, based on the method we used in past to antialias
bitmaps (still in our code, check the antialias.c in imbuf!)
- finally, the tag buffer is used to tag which z values of the original
image have to be included (to allow blur go behind stuff).
- OK, now we're ready for accumulating! In a loop, all faces then get
drawn (with zbuffer) with increasing influence of their speed vectors.
The resulting image then is accumulated on top of the original with a
decreasing weighting value.
It sounds all quite complex... but the speed is still encouraging. Above
images have 64 mblur steps, which takes about 1-3 seconds per frame.
Usage notes:
- Make sure the render-layer has passes 'Vector' and 'Z' on.
- add in Compositor the VectorBlur node, and connect the image, Z and
speed to the inputs.
- The node allows to set amount of steps (10 steps = 10 forward, 10 back).
and to set a maximum speed in pixels... to prevent extreme moving things
to blur too wide.
2006-02-06 22:11:50 +00:00
|
|
|
{
|
2006-12-05 16:43:01 +00:00
|
|
|
/* add minimum speed in pixel, no filter */
|
iImage based Vector Blur
After a couple of experiments with variable blur filters, I tried
a more interesting, and who knows... original approach. :)
First watch results here:
http://www.blender.org/bf/rt0001_0030.avi
http://www.blender.org/bf/hand0001_0060.avi
These are the steps in producing such results:
- In preprocess, the speed vectors to previous and next frame are
calculated. Speed vectors are screen-aligned and in pixel size.
- while rendering, these vectors get calculated per sample, and
accumulated in the vector buffer checking for "minimum speed".
(on start the vector buffer is initialized on max speed).
- After render:
- The entire image, all pixels, then is converted to quad polygons.
- Also the z value of the pixels is assigned to the polygons
- The vertices for the quads use averaged speed vectors (of the 4
corner faces), using a 'minimum but non-zero' speed rule.
This minimal speed trick works very well to prevent 'tearing' apart
when multiple faces move in different directions in a pixel, or to
be able to separate moving pixels clearly from non-moving ones
- So, now we have a sort of 'mask' of quad polygons. The previous steps
guaranteed that this mask doesn't have antialias color info, and has
speed vectors that ensure individual parts to move nicely without
tearing effects. The Z allows multiple layers of moving masks.
- Then, in temporal buffer, faces get tagged if they move or not
- These tags then go to an anti-alias routine, which assigns alpha
values to edge faces, based on the method we used in past to antialias
bitmaps (still in our code, check the antialias.c in imbuf!)
- finally, the tag buffer is used to tag which z values of the original
image have to be included (to allow blur go behind stuff).
- OK, now we're ready for accumulating! In a loop, all faces then get
drawn (with zbuffer) with increasing influence of their speed vectors.
The resulting image then is accumulated on top of the original with a
decreasing weighting value.
It sounds all quite complex... but the speed is still encouraging. Above
images have 64 mblur steps, which takes about 1-3 seconds per frame.
Usage notes:
- Make sure the render-layer has passes 'Vector' and 'Z' on.
- add in Compositor the VectorBlur node, and connect the image, Z and
speed to the inputs.
- The node allows to set amount of steps (10 steps = 10 forward, 10 back).
and to set a maximum speed in pixels... to prevent extreme moving things
to blur too wide.
2006-02-06 22:11:50 +00:00
|
|
|
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];
|
|
|
|
|
}
|
|
|
|
|
}
|
2006-02-02 17:54:22 +00:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if(col) {
|
|
|
|
|
fp= rpass->rect + pixsize*offset;
|
|
|
|
|
add_filt_fmask_pixsize(curmask, col, fp, rectx, pixsize);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* non-osa version */
|
2006-12-05 16:43:01 +00:00
|
|
|
static void add_passes(RenderLayer *rl, int offset, ShadeInput *shi, ShadeResult *shr)
|
2006-02-02 17:54:22 +00:00
|
|
|
{
|
|
|
|
|
RenderPass *rpass;
|
2008-01-28 16:33:59 +00:00
|
|
|
float *fp;
|
|
|
|
|
|
|
|
|
|
fp= rl->rectf + 4*offset;
|
|
|
|
|
QUATCOPY(fp, shr->combined);
|
2006-02-02 17:54:22 +00:00
|
|
|
|
|
|
|
|
for(rpass= rl->passes.first; rpass; rpass= rpass->next) {
|
2008-01-28 16:33:59 +00:00
|
|
|
float *col= NULL, uvcol[3];
|
2006-02-02 17:54:22 +00:00
|
|
|
int a, pixsize= 3;
|
|
|
|
|
|
|
|
|
|
switch(rpass->passtype) {
|
2008-01-28 16:33:59 +00:00
|
|
|
case SCE_PASS_Z:
|
|
|
|
|
fp= rpass->rect + offset;
|
2008-01-30 13:35:28 +00:00
|
|
|
*fp= shr->z;
|
2008-01-28 16:33:59 +00:00
|
|
|
break;
|
2006-02-02 17:54:22 +00:00
|
|
|
case SCE_PASS_RGBA:
|
|
|
|
|
col= shr->col;
|
|
|
|
|
pixsize= 4;
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_DIFFUSE:
|
2006-12-07 14:17:38 +00:00
|
|
|
col= shr->diff;
|
2006-02-02 17:54:22 +00:00
|
|
|
break;
|
|
|
|
|
case SCE_PASS_SPEC:
|
|
|
|
|
col= shr->spec;
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_SHADOW:
|
|
|
|
|
col= shr->shad;
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_AO:
|
|
|
|
|
col= shr->ao;
|
|
|
|
|
break;
|
2006-12-05 16:43:01 +00:00
|
|
|
case SCE_PASS_REFLECT:
|
|
|
|
|
col= shr->refl;
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_REFRACT:
|
|
|
|
|
col= shr->refr;
|
2006-02-02 17:54:22 +00:00
|
|
|
break;
|
2006-12-10 20:30:15 +00:00
|
|
|
case SCE_PASS_RADIO:
|
|
|
|
|
col= shr->rad;
|
|
|
|
|
break;
|
2006-02-02 17:54:22 +00:00
|
|
|
case SCE_PASS_NORMAL:
|
|
|
|
|
col= shr->nor;
|
|
|
|
|
break;
|
2006-12-10 20:30:15 +00:00
|
|
|
case SCE_PASS_UV:
|
2007-01-15 11:41:10 +00:00
|
|
|
if(shi->totuv) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
uvcol[0]= 0.5f + 0.5f*shi->uv[shi->actuv].uv[0];
|
|
|
|
|
uvcol[1]= 0.5f + 0.5f*shi->uv[shi->actuv].uv[1];
|
2007-01-15 11:41:10 +00:00
|
|
|
uvcol[2]= 1.0f;
|
|
|
|
|
col= uvcol;
|
|
|
|
|
}
|
2006-12-10 20:30:15 +00:00
|
|
|
break;
|
2006-02-02 17:54:22 +00:00
|
|
|
case SCE_PASS_VECTOR:
|
|
|
|
|
col= shr->winspeed;
|
iImage based Vector Blur
After a couple of experiments with variable blur filters, I tried
a more interesting, and who knows... original approach. :)
First watch results here:
http://www.blender.org/bf/rt0001_0030.avi
http://www.blender.org/bf/hand0001_0060.avi
These are the steps in producing such results:
- In preprocess, the speed vectors to previous and next frame are
calculated. Speed vectors are screen-aligned and in pixel size.
- while rendering, these vectors get calculated per sample, and
accumulated in the vector buffer checking for "minimum speed".
(on start the vector buffer is initialized on max speed).
- After render:
- The entire image, all pixels, then is converted to quad polygons.
- Also the z value of the pixels is assigned to the polygons
- The vertices for the quads use averaged speed vectors (of the 4
corner faces), using a 'minimum but non-zero' speed rule.
This minimal speed trick works very well to prevent 'tearing' apart
when multiple faces move in different directions in a pixel, or to
be able to separate moving pixels clearly from non-moving ones
- So, now we have a sort of 'mask' of quad polygons. The previous steps
guaranteed that this mask doesn't have antialias color info, and has
speed vectors that ensure individual parts to move nicely without
tearing effects. The Z allows multiple layers of moving masks.
- Then, in temporal buffer, faces get tagged if they move or not
- These tags then go to an anti-alias routine, which assigns alpha
values to edge faces, based on the method we used in past to antialias
bitmaps (still in our code, check the antialias.c in imbuf!)
- finally, the tag buffer is used to tag which z values of the original
image have to be included (to allow blur go behind stuff).
- OK, now we're ready for accumulating! In a loop, all faces then get
drawn (with zbuffer) with increasing influence of their speed vectors.
The resulting image then is accumulated on top of the original with a
decreasing weighting value.
It sounds all quite complex... but the speed is still encouraging. Above
images have 64 mblur steps, which takes about 1-3 seconds per frame.
Usage notes:
- Make sure the render-layer has passes 'Vector' and 'Z' on.
- add in Compositor the VectorBlur node, and connect the image, Z and
speed to the inputs.
- The node allows to set amount of steps (10 steps = 10 forward, 10 back).
and to set a maximum speed in pixels... to prevent extreme moving things
to blur too wide.
2006-02-06 22:11:50 +00:00
|
|
|
pixsize= 4;
|
2006-02-02 17:54:22 +00:00
|
|
|
break;
|
2006-12-05 16:43:01 +00:00
|
|
|
case SCE_PASS_INDEXOB:
|
|
|
|
|
if(shi->vlr) {
|
|
|
|
|
fp= rpass->rect + offset;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
*fp= (float)shi->obr->ob->index;
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
|
|
|
|
break;
|
2008-01-20 14:50:30 +00:00
|
|
|
case SCE_PASS_MIST:
|
|
|
|
|
fp= rpass->rect + offset;
|
|
|
|
|
*fp= shr->mist;
|
|
|
|
|
break;
|
2006-02-02 17:54:22 +00:00
|
|
|
}
|
|
|
|
|
if(col) {
|
|
|
|
|
fp= rpass->rect + pixsize*offset;
|
|
|
|
|
for(a=0; a<pixsize; a++)
|
|
|
|
|
fp[a]= col[a];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2008-01-28 16:33:59 +00:00
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2006-06-17 10:25:07 +00:00
|
|
|
/* only do sky, is default in the solid layer (shade_tile) btw */
|
2008-01-28 16:33:59 +00:00
|
|
|
static void sky_tile(RenderPart *pa, RenderLayer *rl)
|
2006-06-17 10:25:07 +00:00
|
|
|
{
|
2008-01-28 16:33:59 +00:00
|
|
|
RenderLayer *rlpp[RE_MAX_OSA];
|
|
|
|
|
int x, y, od=0, totsample;
|
2006-06-17 10:25:07 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
if(R.r.alphamode!=R_ADDSKY)
|
|
|
|
|
return;
|
|
|
|
|
|
2008-01-28 16:33:59 +00:00
|
|
|
totsample= get_sample_layers(pa, rl, rlpp);
|
|
|
|
|
|
2006-06-17 10:25:07 +00:00
|
|
|
for(y=pa->disprect.ymin; y<pa->disprect.ymax; y++) {
|
2008-01-28 16:33:59 +00:00
|
|
|
for(x=pa->disprect.xmin; x<pa->disprect.xmax; x++, od+=4) {
|
|
|
|
|
float col[4];
|
|
|
|
|
int sample, done= 0;
|
|
|
|
|
|
|
|
|
|
for(sample= 0; sample<totsample; sample++) {
|
|
|
|
|
float *pass= rlpp[sample]->rectf + od;
|
|
|
|
|
|
|
|
|
|
if(pass[3]<1.0f) {
|
|
|
|
|
|
|
|
|
|
if(done==0) {
|
2008-11-12 22:03:11 +00:00
|
|
|
shadeSkyPixel(col, x, y, pa->thread);
|
2008-01-28 16:33:59 +00:00
|
|
|
done= 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(pass[3]==0.0f) {
|
|
|
|
|
QUATCOPY(pass, col);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
addAlphaUnderFloat(pass, col);
|
|
|
|
|
}
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
2008-01-28 16:33:59 +00:00
|
|
|
}
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
2006-06-17 10:25:07 +00:00
|
|
|
|
|
|
|
|
if(y&1)
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(R.test_break(R.tbh)) break;
|
2006-06-17 10:25:07 +00:00
|
|
|
}
|
|
|
|
|
}
|
2006-02-02 17:54:22 +00:00
|
|
|
|
2008-07-03 10:38:35 +00:00
|
|
|
static void atm_tile(RenderPart *pa, RenderLayer *rl)
|
|
|
|
|
{
|
|
|
|
|
RenderPass *zpass;
|
|
|
|
|
GroupObject *go;
|
|
|
|
|
LampRen *lar;
|
2008-07-16 08:10:23 +00:00
|
|
|
RenderLayer *rlpp[RE_MAX_OSA];
|
2008-09-21 10:31:22 +00:00
|
|
|
int totsample;
|
|
|
|
|
int x, y, od= 0;
|
2008-07-03 10:38:35 +00:00
|
|
|
|
2008-07-16 08:10:23 +00:00
|
|
|
totsample= get_sample_layers(pa, rl, rlpp);
|
|
|
|
|
|
2008-07-03 10:38:35 +00:00
|
|
|
/* check that z pass is enabled */
|
|
|
|
|
if(pa->rectz==NULL) return;
|
|
|
|
|
for(zpass= rl->passes.first; zpass; zpass= zpass->next)
|
|
|
|
|
if(zpass->passtype==SCE_PASS_Z)
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
if(zpass==NULL) return;
|
|
|
|
|
|
|
|
|
|
/* check for at least one sun lamp that its atmosphere flag is is enabled */
|
|
|
|
|
for(go=R.lights.first; go; go= go->next) {
|
|
|
|
|
lar= go->lampren;
|
2008-09-21 10:31:22 +00:00
|
|
|
if(lar->type==LA_SUN && lar->sunsky && (lar->sunsky->effect_type & LA_SUN_EFFECT_AP))
|
2008-07-03 10:38:35 +00:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
/* do nothign and return if there is no sun lamp */
|
2008-09-21 10:31:22 +00:00
|
|
|
if(go==NULL)
|
2008-07-03 10:38:35 +00:00
|
|
|
return;
|
|
|
|
|
|
2008-09-21 10:31:22 +00:00
|
|
|
/* for each x,y and each sample, and each sun lamp*/
|
2008-07-03 10:38:35 +00:00
|
|
|
for(y=pa->disprect.ymin; y<pa->disprect.ymax; y++) {
|
2008-09-21 10:31:22 +00:00
|
|
|
for(x=pa->disprect.xmin; x<pa->disprect.xmax; x++, od++) {
|
|
|
|
|
int sample;
|
2008-07-03 10:38:35 +00:00
|
|
|
|
2008-09-21 10:31:22 +00:00
|
|
|
for(sample=0; sample<totsample; sample++) {
|
|
|
|
|
float *zrect= RE_RenderLayerGetPass(rlpp[sample], SCE_PASS_Z) + od;
|
|
|
|
|
float *rgbrect = rlpp[sample]->rectf + 4*od;
|
2009-05-20 13:34:04 +00:00
|
|
|
float rgb[3] = {0};
|
2008-09-21 10:31:22 +00:00
|
|
|
int done= 0;
|
|
|
|
|
|
|
|
|
|
for(go=R.lights.first; go; go= go->next) {
|
|
|
|
|
|
2008-07-03 10:38:35 +00:00
|
|
|
|
2008-09-21 10:31:22 +00:00
|
|
|
lar= go->lampren;
|
|
|
|
|
if(lar->type==LA_SUN && lar->sunsky) {
|
2008-07-03 10:38:35 +00:00
|
|
|
|
2008-09-21 10:31:22 +00:00
|
|
|
/* if it's sky continue and don't apply atmosphere effect on it */
|
2008-09-21 12:03:41 +00:00
|
|
|
if(*zrect >= 9.9e10 || rgbrect[3]==0.0f) {
|
2008-09-21 10:31:22 +00:00
|
|
|
continue;
|
2008-07-03 10:38:35 +00:00
|
|
|
}
|
2008-09-21 10:31:22 +00:00
|
|
|
|
|
|
|
|
if((lar->sunsky->effect_type & LA_SUN_EFFECT_AP)) {
|
|
|
|
|
float tmp_rgb[3];
|
|
|
|
|
|
|
|
|
|
VECCOPY(tmp_rgb, rgbrect);
|
2008-09-21 12:03:41 +00:00
|
|
|
if(rgbrect[3]!=1.0f) { /* de-premul */
|
|
|
|
|
float div= 1.0f/rgbrect[3];
|
|
|
|
|
VECMUL(tmp_rgb, div);
|
|
|
|
|
}
|
2008-09-21 10:31:22 +00:00
|
|
|
shadeAtmPixel(lar->sunsky, tmp_rgb, x, y, *zrect);
|
2008-09-21 12:03:41 +00:00
|
|
|
if(rgbrect[3]!=1.0f) { /* premul */
|
|
|
|
|
VECMUL(tmp_rgb, rgbrect[3]);
|
|
|
|
|
}
|
2008-09-21 10:31:22 +00:00
|
|
|
|
|
|
|
|
if(done==0) {
|
|
|
|
|
VECCOPY(rgb, tmp_rgb);
|
|
|
|
|
done = 1;
|
|
|
|
|
}
|
|
|
|
|
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];
|
|
|
|
|
}
|
2008-07-03 10:38:35 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2008-09-21 10:31:22 +00:00
|
|
|
/* if at least for one sun lamp aerial perspective was applied*/
|
|
|
|
|
if(done) {
|
|
|
|
|
VECCOPY(rgbrect, rgb);
|
2008-07-16 08:10:23 +00:00
|
|
|
}
|
|
|
|
|
}
|
2008-07-03 10:38:35 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2006-01-31 21:49:05 +00:00
|
|
|
static void shadeDA_tile(RenderPart *pa, RenderLayer *rl)
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
{
|
2006-01-31 21:49:05 +00:00
|
|
|
RenderResult *rr= pa->result;
|
2006-12-05 16:43:01 +00:00
|
|
|
ShadeSample ssamp;
|
2008-08-17 17:08:00 +00:00
|
|
|
intptr_t *rd, *rectdaps= pa->rectdaps;
|
2006-12-05 16:43:01 +00:00
|
|
|
int samp;
|
2008-01-28 16:33:59 +00:00
|
|
|
int x, y, seed, crop=0, offs=0, od;
|
2005-08-25 13:11:04 +00:00
|
|
|
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(R.test_break(R.tbh)) return;
|
2005-08-25 13:11:04 +00:00
|
|
|
|
2006-10-14 10:21:19 +00:00
|
|
|
/* irregular shadowb buffer creation */
|
|
|
|
|
if(R.r.mode & R_SHADOW)
|
|
|
|
|
ISB_create(pa, NULL);
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* we set per pixel a fixed seed, for random AO and shadow samples */
|
|
|
|
|
seed= pa->rectx*pa->disprect.ymin;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
/* general shader info, passes */
|
|
|
|
|
shade_sample_initialize(&ssamp, pa, rl);
|
2008-01-17 19:27:16 +00:00
|
|
|
|
|
|
|
|
/* occlusion caching */
|
|
|
|
|
if(R.occlusiontree)
|
|
|
|
|
cache_occ_samples(&R, pa, &ssamp);
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* filtered render, for now we assume only 1 filter size */
|
|
|
|
|
if(pa->crop) {
|
|
|
|
|
crop= 1;
|
|
|
|
|
rectdaps+= pa->rectx + 1;
|
2006-01-31 21:49:05 +00:00
|
|
|
offs= pa->rectx + 1;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2006-01-31 21:49:05 +00:00
|
|
|
/* scanline updates have to be 2 lines behind */
|
|
|
|
|
rr->renrect.ymin= 0;
|
|
|
|
|
rr->renrect.ymax= -2*crop;
|
2006-02-21 10:47:08 +00:00
|
|
|
rr->renlay= rl;
|
|
|
|
|
|
2006-01-31 21:49:05 +00:00
|
|
|
for(y=pa->disprect.ymin+crop; y<pa->disprect.ymax-crop; y++, rr->renrect.ymax++) {
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
rd= rectdaps;
|
2006-01-31 21:49:05 +00:00
|
|
|
od= offs;
|
|
|
|
|
|
2008-01-28 16:33:59 +00:00
|
|
|
for(x=pa->disprect.xmin+crop; x<pa->disprect.xmax-crop; x++, rd++, od++) {
|
2006-11-21 15:52:45 +00:00
|
|
|
BLI_thread_srandom(pa->thread, seed++);
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
if(*rd) {
|
|
|
|
|
if(shade_samples(&ssamp, (PixStr *)(*rd), x, y)) {
|
2008-01-28 16:33:59 +00:00
|
|
|
|
|
|
|
|
/* 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++)
|
2006-12-10 20:30:15 +00:00
|
|
|
add_filt_passes(rl, ssamp.shi[samp].mask, pa->rectx, od, &ssamp.shi[samp], &ssamp.shr[samp]);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
|
}
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
rectdaps+= pa->rectx;
|
2006-01-31 21:49:05 +00:00
|
|
|
offs+= pa->rectx;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(y&1) if(R.test_break(R.tbh)) break;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2006-02-21 10:47:08 +00:00
|
|
|
/* disable scanline updating */
|
|
|
|
|
rr->renlay= NULL;
|
|
|
|
|
|
2006-10-14 10:21:19 +00:00
|
|
|
if(R.r.mode & R_SHADOW)
|
|
|
|
|
ISB_free(pa);
|
2008-01-17 19:27:16 +00:00
|
|
|
|
|
|
|
|
if(R.occlusiontree)
|
|
|
|
|
free_occ_samples(&R, pa);
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* ************* pixel struct ******** */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
static PixStrMain *addpsmain(ListBase *lb)
|
|
|
|
|
{
|
|
|
|
|
PixStrMain *psm;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
|
2006-09-06 19:13:23 +00:00
|
|
|
psm= (PixStrMain *)MEM_mallocN(sizeof(PixStrMain),"pixstrMain");
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
BLI_addtail(lb, psm);
|
|
|
|
|
|
2006-09-06 19:13:23 +00:00
|
|
|
psm->ps= (PixStr *)MEM_mallocN(4096*sizeof(PixStr),"pixstr");
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
psm->counter= 0;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
return psm;
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
static void freeps(ListBase *lb)
|
|
|
|
|
{
|
|
|
|
|
PixStrMain *psm, *psmnext;
|
|
|
|
|
|
|
|
|
|
for(psm= lb->first; psm; psm= psmnext) {
|
|
|
|
|
psmnext= psm->next;
|
|
|
|
|
if(psm->ps)
|
2006-09-06 19:13:23 +00:00
|
|
|
MEM_freeN(psm->ps);
|
|
|
|
|
MEM_freeN(psm);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
lb->first= lb->last= NULL;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2008-08-17 17:08:00 +00:00
|
|
|
static void addps(ListBase *lb, intptr_t *rd, int obi, int facenr, int z, int maskz, unsigned short mask)
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
{
|
|
|
|
|
PixStrMain *psm;
|
|
|
|
|
PixStr *ps, *last= NULL;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
if(*rd) {
|
|
|
|
|
ps= (PixStr *)(*rd);
|
|
|
|
|
|
|
|
|
|
while(ps) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if( ps->obi == obi && ps->facenr == facenr ) {
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
ps->mask |= mask;
|
|
|
|
|
return;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
last= ps;
|
|
|
|
|
ps= ps->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
/* 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;
|
2008-08-17 17:08:00 +00:00
|
|
|
else *rd= (intptr_t)ps;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
ps->next= NULL;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ps->obi= obi;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
ps->facenr= facenr;
|
|
|
|
|
ps->z= z;
|
2008-02-20 14:17:53 +00:00
|
|
|
ps->maskz= maskz;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
ps->mask = mask;
|
2007-03-26 19:44:21 +00:00
|
|
|
ps->shadfac= 0;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2008-09-07 13:15:44 +00:00
|
|
|
static void convert_to_key_alpha(RenderPart *pa, RenderLayer *rl)
|
2006-06-29 17:22:29 +00:00
|
|
|
{
|
2008-09-07 13:15:44 +00:00
|
|
|
RenderLayer *rlpp[RE_MAX_OSA];
|
|
|
|
|
int y, sample, totsample;
|
|
|
|
|
|
|
|
|
|
totsample= get_sample_layers(pa, rl, rlpp);
|
2006-06-29 17:22:29 +00:00
|
|
|
|
2008-09-07 13:15:44 +00:00
|
|
|
for(sample= 0; sample<totsample; sample++) {
|
|
|
|
|
float *rectf= rlpp[sample]->rectf;
|
|
|
|
|
|
|
|
|
|
for(y= pa->rectx*pa->recty; y>0; y--, rectf+=4) {
|
|
|
|
|
if(rectf[3] >= 1.0f);
|
|
|
|
|
else if(rectf[3] > 0.0f) {
|
|
|
|
|
rectf[0] /= rectf[3];
|
|
|
|
|
rectf[1] /= rectf[3];
|
|
|
|
|
rectf[2] /= rectf[3];
|
|
|
|
|
}
|
2006-06-29 17:22:29 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
/* adds only alpha values */
|
2008-05-07 14:58:33 +00:00
|
|
|
void edge_enhance_tile(RenderPart *pa, float *rectf, int *rectz)
|
2006-12-05 16:43:01 +00:00
|
|
|
{
|
|
|
|
|
/* 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 */
|
2008-05-07 14:58:33 +00:00
|
|
|
rz= rectz;
|
2006-12-05 16:43:01 +00:00
|
|
|
if(rz==NULL) return;
|
|
|
|
|
|
|
|
|
|
for(y=0; y<pa->recty; y++)
|
|
|
|
|
for(x=0; x<pa->rectx; x++, rz++) (*rz)>>= 4;
|
|
|
|
|
|
2008-05-07 14:58:33 +00:00
|
|
|
rz1= rectz;
|
2006-12-05 16:43:01 +00:00
|
|
|
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 */
|
2008-05-07 14:58:33 +00:00
|
|
|
rz= rectz;
|
2006-12-05 16:43:01 +00:00
|
|
|
for(y=0; y<pa->recty; y++)
|
|
|
|
|
for(x=0; x<pa->rectx; x++, rz++) (*rz)<<= 4;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2007-01-21 10:04:50 +00:00
|
|
|
static void reset_sky_speed(RenderPart *pa, RenderLayer *rl)
|
|
|
|
|
{
|
|
|
|
|
/* for all pixels with max speed, set to zero */
|
2008-02-11 11:00:09 +00:00
|
|
|
RenderLayer *rlpp[RE_MAX_OSA];
|
2007-01-21 10:04:50 +00:00
|
|
|
float *fp;
|
2008-02-11 11:00:09 +00:00
|
|
|
int a, sample, totsample;
|
2007-01-21 10:04:50 +00:00
|
|
|
|
2008-02-11 11:00:09 +00:00
|
|
|
totsample= get_sample_layers(pa, rl, rlpp);
|
2007-01-21 10:04:50 +00:00
|
|
|
|
2008-02-11 11:00:09 +00:00
|
|
|
for(sample= 0; sample<totsample; sample++) {
|
|
|
|
|
fp= RE_RenderLayerGetPass(rlpp[sample], SCE_PASS_VECTOR);
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
}
|
2007-01-21 10:04:50 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
static unsigned short *make_solid_mask(RenderPart *pa)
|
|
|
|
|
{
|
2008-08-17 17:08:00 +00:00
|
|
|
intptr_t *rd= pa->rectdaps;
|
2007-03-16 05:03:38 +00:00
|
|
|
unsigned short *solidmask, *sp;
|
2006-12-05 16:43:01 +00:00
|
|
|
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= 1.0 - 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];
|
|
|
|
|
}
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
typedef struct ZbufSolidData {
|
|
|
|
|
RenderLayer *rl;
|
|
|
|
|
ListBase *psmlist;
|
|
|
|
|
float *edgerect;
|
|
|
|
|
} ZbufSolidData;
|
|
|
|
|
|
|
|
|
|
void make_pixelstructs(RenderPart *pa, ZSpan *zspan, int sample, void *data)
|
|
|
|
|
{
|
|
|
|
|
ZbufSolidData *sdata= (ZbufSolidData*)data;
|
|
|
|
|
ListBase *lb= sdata->psmlist;
|
2008-08-17 17:08:00 +00:00
|
|
|
intptr_t *rd= pa->rectdaps;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
int *ro= zspan->recto;
|
|
|
|
|
int *rp= zspan->rectp;
|
|
|
|
|
int *rz= zspan->rectz;
|
2008-02-20 14:17:53 +00:00
|
|
|
int *rm= zspan->rectmask;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
int x, y;
|
|
|
|
|
int mask= 1<<sample;
|
|
|
|
|
|
|
|
|
|
for(y=0; y<pa->recty; y++) {
|
2008-02-20 14:17:53 +00:00
|
|
|
for(x=0; x<pa->rectx; x++, rd++, rp++, ro++, rz++, rm++) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(*rp) {
|
2008-02-20 14:17:53 +00:00
|
|
|
addps(lb, rd, *ro, *rp, *rz, (zspan->rectmask)? *rm: 0, mask);
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(sdata->rl->layflag & SCE_LAY_EDGE)
|
|
|
|
|
if(R.r.mode & R_EDGE)
|
2008-05-07 14:58:33 +00:00
|
|
|
edge_enhance_tile(pa, sdata->edgerect, zspan->rectz);
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
}
|
2006-12-05 16:43:01 +00:00
|
|
|
|
|
|
|
|
/* main call for shading Delta Accum, for OSA */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* supposed to be fully threadable! */
|
|
|
|
|
void zbufshadeDA_tile(RenderPart *pa)
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
{
|
2006-01-31 21:49:05 +00:00
|
|
|
RenderResult *rr= pa->result;
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
RenderLayer *rl;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
ListBase psmlist= {NULL, NULL};
|
2006-01-31 21:49:05 +00:00
|
|
|
float *edgerect= NULL;
|
2005-08-25 13:11:04 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* allocate the necessary buffers */
|
|
|
|
|
/* zbuffer inits these rects */
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
pa->recto= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "recto");
|
2006-09-06 19:13:23 +00:00
|
|
|
pa->rectp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectp");
|
|
|
|
|
pa->rectz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectz");
|
2006-01-31 21:49:05 +00:00
|
|
|
for(rl= rr->layers.first; rl; rl= rl->next) {
|
2008-02-20 14:17:53 +00:00
|
|
|
if((rl->layflag & SCE_LAY_ZMASK) && (rl->layflag & SCE_LAY_NEG_ZMASK))
|
|
|
|
|
pa->rectmask= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectmask");
|
|
|
|
|
|
2006-06-23 16:48:28 +00:00
|
|
|
/* initialize pixelstructs and edge buffer */
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
addpsmain(&psmlist);
|
2008-08-17 17:08:00 +00:00
|
|
|
pa->rectdaps= MEM_callocN(sizeof(intptr_t)*pa->rectx*pa->recty+4, "zbufDArectd");
|
2006-12-05 16:43:01 +00:00
|
|
|
|
|
|
|
|
if(rl->layflag & SCE_LAY_EDGE)
|
|
|
|
|
if(R.r.mode & R_EDGE)
|
|
|
|
|
edgerect= MEM_callocN(sizeof(float)*pa->rectx*pa->recty, "rectedge");
|
2005-08-25 13:11:04 +00:00
|
|
|
|
2006-02-09 22:33:49 +00:00
|
|
|
/* always fill visibility */
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
for(pa->sample=0; pa->sample<R.osa; pa->sample+=4) {
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|
|
|
|
ZbufSolidData sdata;
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|
|
|
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sdata.rl= rl;
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sdata.psmlist= &psmlist;
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|
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|
|
sdata.edgerect= edgerect;
|
2008-01-24 15:03:34 +00:00
|
|
|
zbuffer_solid(pa, rl, make_pixelstructs, &sdata);
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(R.test_break(R.tbh)) break;
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
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}
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|
2006-01-31 21:49:05 +00:00
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/* shades solid */
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if(rl->layflag & SCE_LAY_SOLID)
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shadeDA_tile(pa, rl);
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2006-02-09 22:33:49 +00:00
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/* lamphalo after solid, before ztra, looks nicest because ztra does own halo */
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if(R.flag & R_LAMPHALO)
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|
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if(rl->layflag & SCE_LAY_HALO)
|
2006-12-08 09:40:44 +00:00
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lamphalo_tile(pa, rl);
|
2006-02-09 22:33:49 +00:00
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2006-05-14 09:02:50 +00:00
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/* halo before ztra, because ztra fills in zbuffer now */
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if(R.flag & R_HALO)
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|
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if(rl->layflag & SCE_LAY_HALO)
|
2008-02-21 20:58:22 +00:00
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halo_tile(pa, rl);
|
2007-12-04 13:57:28 +00:00
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|
2006-01-31 21:49:05 +00:00
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/* transp layer */
|
2008-01-28 16:54:52 +00:00
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|
|
if(R.flag & R_ZTRA || R.totstrand) {
|
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if(rl->layflag & (SCE_LAY_ZTRA|SCE_LAY_STRAND)) {
|
2008-01-28 16:33:59 +00:00
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|
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if(pa->fullresult.first) {
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|
zbuffer_transp_shade(pa, rl, rl->rectf, &psmlist);
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}
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else {
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unsigned short *ztramask, *solidmask= NULL; /* 16 bits, MAX_OSA */
|
2006-12-22 12:43:40 +00:00
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2008-01-28 16:33:59 +00:00
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/* allocate, but not free here, for asynchronous display of this rect in main thread */
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rl->acolrect= MEM_callocN(4*sizeof(float)*pa->rectx*pa->recty, "alpha layer");
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/* swap for live updates, and it is used in zbuf.c!!! */
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SWAP(float *, rl->acolrect, rl->rectf);
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ztramask= zbuffer_transp_shade(pa, rl, rl->rectf, &psmlist);
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SWAP(float *, rl->acolrect, rl->rectf);
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/* zbuffer transp only returns ztramask if there's solid rendered */
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if(ztramask)
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solidmask= make_solid_mask(pa);
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if(ztramask && solidmask) {
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unsigned short *sps= solidmask, *spz= ztramask;
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unsigned short fullmask= (1<<R.osa)-1;
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float *fcol= rl->rectf; float *acol= rl->acolrect;
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int x;
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for(x=pa->rectx*pa->recty; x>0; x--, acol+=4, fcol+=4, sps++, spz++) {
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if(*sps == fullmask)
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addAlphaOverFloat(fcol, acol);
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else
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addAlphaOverFloatMask(fcol, acol, *sps, *spz);
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}
|
2006-12-22 12:43:40 +00:00
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}
|
2008-01-28 16:33:59 +00:00
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else {
|
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float *fcol= rl->rectf; float *acol= rl->acolrect;
|
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int x;
|
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for(x=pa->rectx*pa->recty; x>0; x--, acol+=4, fcol+=4) {
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addAlphaOverFloat(fcol, acol);
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|
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}
|
2006-12-05 16:43:01 +00:00
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}
|
2008-01-28 16:33:59 +00:00
|
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if(solidmask) MEM_freeN(solidmask);
|
|
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if(ztramask) MEM_freeN(ztramask);
|
2006-01-31 21:49:05 +00:00
|
|
|
}
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
}
|
|
|
|
|
}
|
2007-12-04 13:57:28 +00:00
|
|
|
|
2008-09-21 12:03:41 +00:00
|
|
|
/* sun/sky */
|
|
|
|
|
if(rl->layflag & SCE_LAY_SKY)
|
|
|
|
|
atm_tile(pa, rl);
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
/* sky before edge */
|
|
|
|
|
if(rl->layflag & SCE_LAY_SKY)
|
2008-01-28 16:33:59 +00:00
|
|
|
sky_tile(pa, rl);
|
2006-12-05 16:43:01 +00:00
|
|
|
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
/* extra layers */
|
2006-06-17 10:25:07 +00:00
|
|
|
if(rl->layflag & SCE_LAY_EDGE)
|
|
|
|
|
if(R.r.mode & R_EDGE)
|
|
|
|
|
edge_enhance_add(pa, rl->rectf, edgerect);
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
|
2007-01-21 10:04:50 +00:00
|
|
|
if(rl->passflag & SCE_PASS_VECTOR)
|
|
|
|
|
reset_sky_speed(pa, rl);
|
|
|
|
|
|
2006-06-29 17:22:29 +00:00
|
|
|
/* de-premul alpha */
|
|
|
|
|
if(R.r.alphamode & R_ALPHAKEY)
|
2008-09-07 13:15:44 +00:00
|
|
|
convert_to_key_alpha(pa, rl);
|
2006-06-29 17:22:29 +00:00
|
|
|
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
/* free stuff within loop! */
|
2006-09-06 19:13:23 +00:00
|
|
|
MEM_freeN(pa->rectdaps); pa->rectdaps= NULL;
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
freeps(&psmlist);
|
2006-06-23 16:48:28 +00:00
|
|
|
|
2006-09-06 19:13:23 +00:00
|
|
|
if(edgerect) MEM_freeN(edgerect);
|
2006-06-23 16:48:28 +00:00
|
|
|
edgerect= NULL;
|
2008-02-20 14:17:53 +00:00
|
|
|
|
|
|
|
|
if(pa->rectmask) {
|
|
|
|
|
MEM_freeN(pa->rectmask);
|
|
|
|
|
pa->rectmask= NULL;
|
|
|
|
|
}
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
/* free all */
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
MEM_freeN(pa->recto); pa->recto= NULL;
|
2006-09-06 19:13:23 +00:00
|
|
|
MEM_freeN(pa->rectp); pa->rectp= NULL;
|
|
|
|
|
MEM_freeN(pa->rectz); pa->rectz= NULL;
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
|
2006-02-02 21:08:39 +00:00
|
|
|
/* display active layer */
|
2006-02-21 10:47:08 +00:00
|
|
|
rr->renrect.ymin=rr->renrect.ymax= 0;
|
2006-02-16 12:27:46 +00:00
|
|
|
rr->renlay= render_get_active_layer(&R, rr);
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* ------------------------------------------------------------------------ */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
/* non OSA case, full tile render */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* supposed to be fully threadable! */
|
|
|
|
|
void zbufshade_tile(RenderPart *pa)
|
|
|
|
|
{
|
2006-12-05 16:43:01 +00:00
|
|
|
ShadeSample ssamp;
|
2006-01-31 21:49:05 +00:00
|
|
|
RenderResult *rr= pa->result;
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
RenderLayer *rl;
|
2006-12-05 16:43:01 +00:00
|
|
|
PixStr ps;
|
2006-06-17 10:25:07 +00:00
|
|
|
float *edgerect= NULL;
|
2006-02-02 17:54:22 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
/* fake pixel struct, to comply to osa render */
|
|
|
|
|
ps.next= NULL;
|
|
|
|
|
ps.mask= 0xFFFF;
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* zbuffer code clears/inits rects */
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
pa->recto= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "recto");
|
2006-09-06 19:13:23 +00:00
|
|
|
pa->rectp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectp");
|
|
|
|
|
pa->rectz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectz");
|
2006-06-17 10:25:07 +00:00
|
|
|
|
2006-01-31 21:49:05 +00:00
|
|
|
for(rl= rr->layers.first; rl; rl= rl->next) {
|
2008-02-20 14:17:53 +00:00
|
|
|
if((rl->layflag & SCE_LAY_ZMASK) && (rl->layflag & SCE_LAY_NEG_ZMASK))
|
|
|
|
|
pa->rectmask= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectmask");
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
/* general shader info, passes */
|
|
|
|
|
shade_sample_initialize(&ssamp, pa, rl);
|
2006-02-02 21:08:39 +00:00
|
|
|
|
2008-01-24 15:03:34 +00:00
|
|
|
zbuffer_solid(pa, rl, NULL, NULL);
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(!R.test_break(R.tbh)) { /* NOTE: this if() is not consistant */
|
2006-10-14 10:21:19 +00:00
|
|
|
|
2006-06-17 10:25:07 +00:00
|
|
|
/* edges only for solid part, ztransp doesn't support it yet anti-aliased */
|
2006-12-05 16:43:01 +00:00
|
|
|
if(rl->layflag & SCE_LAY_EDGE) {
|
|
|
|
|
if(R.r.mode & R_EDGE) {
|
|
|
|
|
edgerect= MEM_callocN(sizeof(float)*pa->rectx*pa->recty, "rectedge");
|
2008-05-07 14:58:33 +00:00
|
|
|
edge_enhance_tile(pa, edgerect, pa->rectz);
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
|
|
|
|
}
|
2006-06-17 10:25:07 +00:00
|
|
|
|
|
|
|
|
/* initialize scanline updates for main thread */
|
|
|
|
|
rr->renrect.ymin= 0;
|
|
|
|
|
rr->renlay= rl;
|
|
|
|
|
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
if(rl->layflag & SCE_LAY_SOLID) {
|
|
|
|
|
float *fcol= rl->rectf;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
int *ro= pa->recto, *rp= pa->rectp, *rz= pa->rectz;
|
|
|
|
|
int x, y, offs=0, seed;
|
2006-11-21 15:52:45 +00:00
|
|
|
|
|
|
|
|
/* we set per pixel a fixed seed, for random AO and shadow samples */
|
|
|
|
|
seed= pa->rectx*pa->disprect.ymin;
|
2006-01-31 21:49:05 +00:00
|
|
|
|
2006-10-14 10:21:19 +00:00
|
|
|
/* irregular shadowb buffer creation */
|
|
|
|
|
if(R.r.mode & R_SHADOW)
|
|
|
|
|
ISB_create(pa, NULL);
|
2008-01-17 19:27:16 +00:00
|
|
|
|
|
|
|
|
if(R.occlusiontree)
|
|
|
|
|
cache_occ_samples(&R, pa, &ssamp);
|
2006-10-14 10:21:19 +00:00
|
|
|
|
2006-01-31 21:49:05 +00:00
|
|
|
for(y=pa->disprect.ymin; y<pa->disprect.ymax; y++, rr->renrect.ymax++) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
for(x=pa->disprect.xmin; x<pa->disprect.xmax; x++, ro++, rz++, rp++, fcol+=4, offs++) {
|
2006-12-05 16:43:01 +00:00
|
|
|
/* per pixel fixed seed */
|
2006-11-21 15:52:45 +00:00
|
|
|
BLI_thread_srandom(pa->thread, seed++);
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
if(*rp) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ps.obi= *ro;
|
2006-12-05 16:43:01 +00:00
|
|
|
ps.facenr= *rp;
|
|
|
|
|
ps.z= *rz;
|
|
|
|
|
if(shade_samples(&ssamp, &ps, x, y)) {
|
2008-01-28 16:33:59 +00:00
|
|
|
/* combined and passes */
|
|
|
|
|
add_passes(rl, offs, ssamp.shi, ssamp.shr);
|
2006-12-05 16:43:01 +00:00
|
|
|
}
|
|
|
|
|
}
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
}
|
2006-01-31 21:49:05 +00:00
|
|
|
if(y&1)
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(R.test_break(R.tbh)) break;
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
}
|
2006-10-14 10:21:19 +00:00
|
|
|
|
2008-01-17 19:27:16 +00:00
|
|
|
if(R.occlusiontree)
|
|
|
|
|
free_occ_samples(&R, pa);
|
|
|
|
|
|
2006-10-14 10:21:19 +00:00
|
|
|
if(R.r.mode & R_SHADOW)
|
|
|
|
|
ISB_free(pa);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2006-06-17 10:25:07 +00:00
|
|
|
|
|
|
|
|
/* disable scanline updating */
|
|
|
|
|
rr->renlay= NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
|
2006-02-09 22:33:49 +00:00
|
|
|
/* lamphalo after solid, before ztra, looks nicest because ztra does own halo */
|
|
|
|
|
if(R.flag & R_LAMPHALO)
|
|
|
|
|
if(rl->layflag & SCE_LAY_HALO)
|
2006-12-08 09:40:44 +00:00
|
|
|
lamphalo_tile(pa, rl);
|
2006-12-05 16:43:01 +00:00
|
|
|
|
2006-05-14 09:02:50 +00:00
|
|
|
/* halo before ztra, because ztra fills in zbuffer now */
|
|
|
|
|
if(R.flag & R_HALO)
|
|
|
|
|
if(rl->layflag & SCE_LAY_HALO)
|
2008-02-21 20:58:22 +00:00
|
|
|
halo_tile(pa, rl);
|
2006-05-14 09:02:50 +00:00
|
|
|
|
2008-01-28 16:54:52 +00:00
|
|
|
if(R.flag & R_ZTRA || R.totstrand) {
|
|
|
|
|
if(rl->layflag & (SCE_LAY_ZTRA|SCE_LAY_STRAND)) {
|
2006-06-30 14:21:25 +00:00
|
|
|
float *fcol, *acol;
|
2006-02-09 22:33:49 +00:00
|
|
|
int x;
|
|
|
|
|
|
2006-06-30 14:21:25 +00:00
|
|
|
/* allocate, but not free here, for asynchronous display of this rect in main thread */
|
2006-09-06 19:13:23 +00:00
|
|
|
rl->acolrect= MEM_callocN(4*sizeof(float)*pa->rectx*pa->recty, "alpha layer");
|
2006-06-30 14:21:25 +00:00
|
|
|
|
2006-02-09 22:33:49 +00:00
|
|
|
/* swap for live updates */
|
2006-06-30 14:21:25 +00:00
|
|
|
SWAP(float *, rl->acolrect, rl->rectf);
|
2008-01-23 20:54:44 +00:00
|
|
|
zbuffer_transp_shade(pa, rl, rl->rectf, NULL);
|
2006-06-30 14:21:25 +00:00
|
|
|
SWAP(float *, rl->acolrect, rl->rectf);
|
2006-02-09 22:33:49 +00:00
|
|
|
|
2006-06-30 14:21:25 +00:00
|
|
|
fcol= rl->rectf; acol= rl->acolrect;
|
2006-02-09 22:33:49 +00:00
|
|
|
for(x=pa->rectx*pa->recty; x>0; x--, acol+=4, fcol+=4) {
|
|
|
|
|
addAlphaOverFloat(fcol, acol);
|
2006-01-31 21:49:05 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
|
2008-09-21 12:03:41 +00:00
|
|
|
/* sun/sky */
|
|
|
|
|
if(rl->layflag & SCE_LAY_SKY)
|
|
|
|
|
atm_tile(pa, rl);
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
/* sky before edge */
|
|
|
|
|
if(rl->layflag & SCE_LAY_SKY)
|
2008-01-28 16:33:59 +00:00
|
|
|
sky_tile(pa, rl);
|
2006-12-05 16:43:01 +00:00
|
|
|
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(!R.test_break(R.tbh)) {
|
2006-06-17 10:25:07 +00:00
|
|
|
if(rl->layflag & SCE_LAY_EDGE)
|
|
|
|
|
if(R.r.mode & R_EDGE)
|
|
|
|
|
edge_enhance_add(pa, rl->rectf, edgerect);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
|
2007-01-21 10:04:50 +00:00
|
|
|
if(rl->passflag & SCE_PASS_VECTOR)
|
|
|
|
|
reset_sky_speed(pa, rl);
|
|
|
|
|
|
2006-06-29 17:22:29 +00:00
|
|
|
/* de-premul alpha */
|
|
|
|
|
if(R.r.alphamode & R_ALPHAKEY)
|
2008-09-07 13:15:44 +00:00
|
|
|
convert_to_key_alpha(pa, rl);
|
2006-06-29 17:22:29 +00:00
|
|
|
|
2006-09-06 19:13:23 +00:00
|
|
|
if(edgerect) MEM_freeN(edgerect);
|
2006-06-23 16:48:28 +00:00
|
|
|
edgerect= NULL;
|
2008-02-20 14:17:53 +00:00
|
|
|
|
|
|
|
|
if(pa->rectmask) {
|
|
|
|
|
MEM_freeN(pa->rectmask);
|
|
|
|
|
pa->rectmask= NULL;
|
|
|
|
|
}
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
}
|
2006-02-02 21:08:39 +00:00
|
|
|
|
|
|
|
|
/* display active layer */
|
2006-02-21 10:47:08 +00:00
|
|
|
rr->renrect.ymin=rr->renrect.ymax= 0;
|
2006-02-16 12:27:46 +00:00
|
|
|
rr->renlay= render_get_active_layer(&R, rr);
|
2006-02-02 21:08:39 +00:00
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
MEM_freeN(pa->recto); pa->recto= NULL;
|
2006-09-06 19:13:23 +00:00
|
|
|
MEM_freeN(pa->rectp); pa->rectp= NULL;
|
|
|
|
|
MEM_freeN(pa->rectz); pa->rectz= NULL;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2007-05-03 21:37:52 +00:00
|
|
|
/* SSS preprocess tile render, fully threadable */
|
|
|
|
|
typedef struct ZBufSSSHandle {
|
|
|
|
|
RenderPart *pa;
|
|
|
|
|
ListBase psmlist;
|
|
|
|
|
int totps;
|
|
|
|
|
} ZBufSSSHandle;
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
static void addps_sss(void *cb_handle, int obi, int facenr, int x, int y, int z)
|
2007-05-03 21:37:52 +00:00
|
|
|
{
|
|
|
|
|
ZBufSSSHandle *handle = cb_handle;
|
|
|
|
|
RenderPart *pa= handle->pa;
|
|
|
|
|
|
2007-05-08 10:15:51 +00:00
|
|
|
/* 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) {
|
2008-08-17 17:08:00 +00:00
|
|
|
intptr_t *rs= pa->rectall + pa->rectx*y + x;
|
2007-05-03 21:37:52 +00:00
|
|
|
|
2008-02-20 14:17:53 +00:00
|
|
|
addps(&handle->psmlist, rs, obi, facenr, z, 0, 0);
|
2007-05-03 21:37:52 +00:00
|
|
|
handle->totps++;
|
|
|
|
|
}
|
2007-05-08 10:15:51 +00:00
|
|
|
if(pa->rectz) {
|
2007-05-03 21:37:52 +00:00
|
|
|
int *rz= pa->rectz + pa->rectx*y + x;
|
|
|
|
|
int *rp= pa->rectp + pa->rectx*y + x;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
int *ro= pa->recto + pa->rectx*y + x;
|
2007-05-03 21:37:52 +00:00
|
|
|
|
2007-05-08 10:15:51 +00:00
|
|
|
if(z < *rz) {
|
2007-05-03 21:37:52 +00:00
|
|
|
if(*rp == 0)
|
|
|
|
|
handle->totps++;
|
|
|
|
|
*rz= z;
|
|
|
|
|
*rp= facenr;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
*ro= obi;
|
2007-05-03 21:37:52 +00:00
|
|
|
}
|
|
|
|
|
}
|
2007-05-08 10:15:51 +00:00
|
|
|
if(pa->rectbackz) {
|
2007-05-03 21:37:52 +00:00
|
|
|
int *rz= pa->rectbackz + pa->rectx*y + x;
|
|
|
|
|
int *rp= pa->rectbackp + pa->rectx*y + x;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
int *ro= pa->rectbacko + pa->rectx*y + x;
|
2007-05-03 21:37:52 +00:00
|
|
|
|
2007-05-08 10:15:51 +00:00
|
|
|
if(z >= *rz) {
|
2007-05-03 21:37:52 +00:00
|
|
|
if(*rp == 0)
|
|
|
|
|
handle->totps++;
|
|
|
|
|
*rz= z;
|
|
|
|
|
*rp= facenr;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
*ro= obi;
|
2007-05-03 21:37:52 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
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, float *area)
|
2007-05-03 21:37:52 +00:00
|
|
|
{
|
|
|
|
|
ShadeInput *shi= ssamp->shi;
|
|
|
|
|
ShadeResult shr;
|
2008-10-07 15:01:44 +00:00
|
|
|
float texfac, orthoarea, nor[3], alpha, sx, sy;
|
2007-05-03 21:37:52 +00:00
|
|
|
|
|
|
|
|
/* cache for shadow */
|
2008-03-04 19:58:22 +00:00
|
|
|
shi->samplenr= R.shadowsamplenr[shi->thread]++;
|
2007-05-03 21:37:52 +00:00
|
|
|
|
|
|
|
|
if(quad)
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3);
|
2007-05-03 21:37:52 +00:00
|
|
|
else
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
|
2007-05-03 21:37:52 +00:00
|
|
|
|
2007-05-06 05:04:07 +00:00
|
|
|
/* center pixel */
|
2008-10-07 15:01:44 +00:00
|
|
|
sx = x + 0.5f;
|
|
|
|
|
sy = y + 0.5f;
|
2007-05-06 05:04:07 +00:00
|
|
|
|
2007-05-03 21:37:52 +00:00
|
|
|
/* 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;
|
|
|
|
|
|
|
|
|
|
VECCOPY(nor, shi->facenor);
|
2008-10-07 15:01:44 +00:00
|
|
|
calc_view_vector(shi->facenor, sx, sy);
|
2007-05-03 21:37:52 +00:00
|
|
|
Normalize(shi->facenor);
|
2008-10-07 15:01:44 +00:00
|
|
|
shade_input_set_viewco(shi, x, y, sx, sy, z);
|
2007-05-03 21:37:52 +00:00
|
|
|
orthoarea= VecLength(shi->dxco)*VecLength(shi->dyco);
|
|
|
|
|
|
|
|
|
|
VECCOPY(shi->facenor, nor);
|
2008-10-07 15:01:44 +00:00
|
|
|
shade_input_set_viewco(shi, x, y, sx, sy, z);
|
2007-05-03 21:37:52 +00:00
|
|
|
*area= VecLength(shi->dxco)*VecLength(shi->dyco);
|
|
|
|
|
*area= MIN2(*area, 2.0f*orthoarea);
|
|
|
|
|
|
|
|
|
|
shade_input_set_uv(shi);
|
|
|
|
|
shade_input_set_normals(shi);
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
/* we don't want flipped normals, they screw up back scattering */
|
|
|
|
|
if(shi->flippednor)
|
|
|
|
|
shade_input_flip_normals(shi);
|
|
|
|
|
|
2007-11-23 14:10:05 +00:00
|
|
|
/* not a pretty solution, but fixes common cases */
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(shi->obr->ob && shi->obr->ob->transflag & OB_NEG_SCALE) {
|
2009-01-26 08:34:40 +00:00
|
|
|
VecNegf(shi->vn);
|
|
|
|
|
VecNegf(shi->vno);
|
2007-11-23 14:10:05 +00:00
|
|
|
}
|
|
|
|
|
|
2007-05-03 21:37:52 +00:00
|
|
|
/* 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 */
|
|
|
|
|
// note, keep this synced with render_types.h
|
|
|
|
|
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
|
|
|
|
|
shi->har= shi->mat->har;
|
|
|
|
|
|
|
|
|
|
/* render */
|
|
|
|
|
shade_input_set_shade_texco(shi);
|
|
|
|
|
|
|
|
|
|
shade_samples_do_AO(ssamp);
|
|
|
|
|
shade_material_loop(shi, &shr);
|
|
|
|
|
|
|
|
|
|
VECCOPY(co, shi->co);
|
|
|
|
|
VECCOPY(color, shr.combined);
|
|
|
|
|
|
|
|
|
|
/* texture blending */
|
|
|
|
|
texfac= shi->mat->sss_texfac;
|
|
|
|
|
|
2008-04-30 12:02:09 +00:00
|
|
|
alpha= shr.combined[3];
|
2008-04-12 16:31:29 +00:00
|
|
|
*area *= alpha;
|
2007-05-03 21:37:52 +00:00
|
|
|
}
|
|
|
|
|
|
2007-05-06 05:04:07 +00:00
|
|
|
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;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
MEM_freeN(pa->recto); pa->recto= NULL;
|
2007-05-06 05:04:07 +00:00
|
|
|
MEM_freeN(pa->rectbackz); pa->rectbackz= NULL;
|
|
|
|
|
MEM_freeN(pa->rectbackp); pa->rectbackp= NULL;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
MEM_freeN(pa->rectbacko); pa->rectbacko= NULL;
|
2007-05-06 05:04:07 +00:00
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
2007-05-03 21:37:52 +00:00
|
|
|
void zbufshade_sss_tile(RenderPart *pa)
|
|
|
|
|
{
|
2007-05-09 16:25:58 +00:00
|
|
|
Render *re= &R;
|
2007-05-03 21:37:52 +00:00
|
|
|
ShadeSample ssamp;
|
|
|
|
|
ZBufSSSHandle handle;
|
|
|
|
|
RenderResult *rr= pa->result;
|
2008-01-24 15:41:21 +00:00
|
|
|
RenderLayer *rl;
|
2007-05-03 21:37:52 +00:00
|
|
|
VlakRen *vlr;
|
2007-05-09 16:25:58 +00:00
|
|
|
Material *mat= re->sss_mat;
|
2008-01-24 15:41:21 +00:00
|
|
|
float (*co)[3], (*color)[3], *area, *fcol;
|
2007-05-09 16:25:58 +00:00
|
|
|
int x, y, seed, quad, totpoint, display = !(re->r.scemode & R_PREVIEWBUTS);
|
2008-01-24 15:41:21 +00:00
|
|
|
int *ro, *rz, *rp, *rbo, *rbz, *rbp, lay;
|
2007-05-03 21:37:52 +00:00
|
|
|
#if 0
|
|
|
|
|
PixStr *ps;
|
2008-08-17 17:08:00 +00:00
|
|
|
intptr_t *rs;
|
2007-05-03 21:37:52 +00:00
|
|
|
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);
|
|
|
|
|
|
2008-08-17 17:08:00 +00:00
|
|
|
pa->rectall= MEM_callocN(sizeof(intptr_t)*pa->rectx*pa->recty+4, "rectall");
|
2007-05-03 21:37:52 +00:00
|
|
|
#else
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
pa->recto= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "recto");
|
2007-05-03 21:37:52 +00:00
|
|
|
pa->rectp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectp");
|
|
|
|
|
pa->rectz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectz");
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
pa->rectbacko= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectbacko");
|
2007-05-03 21:37:52 +00:00
|
|
|
pa->rectbackp= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectbackp");
|
|
|
|
|
pa->rectbackz= MEM_mallocN(sizeof(int)*pa->rectx*pa->recty, "rectbackz");
|
|
|
|
|
#endif
|
|
|
|
|
|
2008-01-24 15:41:21 +00:00
|
|
|
/* 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 |= rl->lay;
|
|
|
|
|
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);
|
2008-04-19 21:59:15 +00:00
|
|
|
ssamp.shi[0].mat_override= NULL;
|
|
|
|
|
ssamp.shi[0].light_override= NULL;
|
2008-01-24 15:41:21 +00:00
|
|
|
lay= ssamp.shi[0].lay;
|
|
|
|
|
|
2007-05-03 21:37:52 +00:00
|
|
|
/* create the pixelstrs to be used later */
|
2008-01-24 15:41:21 +00:00
|
|
|
zbuffer_sss(pa, lay, &handle, addps_sss);
|
2007-05-03 21:37:52 +00:00
|
|
|
|
2007-05-06 05:04:07 +00:00
|
|
|
if(handle.totps==0) {
|
|
|
|
|
zbufshade_sss_free(pa);
|
|
|
|
|
return;
|
|
|
|
|
}
|
2008-01-24 15:41:21 +00:00
|
|
|
|
|
|
|
|
fcol= rl->rectf;
|
2007-05-06 05:04:07 +00:00
|
|
|
|
2007-05-03 21:37:52 +00:00
|
|
|
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!) */
|
2007-05-09 16:25:58 +00:00
|
|
|
if(re->r.mode & R_SHADOW)
|
2007-05-03 21:37:52 +00:00
|
|
|
ISB_create(pa, NULL);
|
|
|
|
|
#endif
|
|
|
|
|
|
2007-05-09 16:25:58 +00:00
|
|
|
if(display) {
|
|
|
|
|
/* initialize scanline updates for main thread */
|
|
|
|
|
rr->renrect.ymin= 0;
|
|
|
|
|
rr->renlay= rl;
|
|
|
|
|
}
|
2007-05-03 21:37:52 +00:00
|
|
|
|
|
|
|
|
seed= pa->rectx*pa->disprect.ymin;
|
|
|
|
|
#if 0
|
|
|
|
|
rs= pa->rectall;
|
|
|
|
|
#else
|
|
|
|
|
rz= pa->rectz;
|
|
|
|
|
rp= pa->rectp;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ro= pa->recto;
|
2007-05-03 21:37:52 +00:00
|
|
|
rbz= pa->rectbackz;
|
|
|
|
|
rbp= pa->rectbackp;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
rbo= pa->rectbacko;
|
2007-05-03 21:37:52 +00:00
|
|
|
#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) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ObjectInstanceRen *obi= &re->objectinstance[ps->obi];
|
|
|
|
|
ObjectRen *obr= obi->obr;
|
|
|
|
|
vlr= RE_findOrAddVlak(obr, (ps->facenr-1) & RE_QUAD_MASK);
|
2007-05-03 21:37:52 +00:00
|
|
|
quad= (ps->facenr & RE_QUAD_OFFS);
|
|
|
|
|
z= ps->z;
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_sample_sss(&ssamp, mat, obi, vlr, quad, x, y, z,
|
2007-05-03 21:37:52 +00:00
|
|
|
co[totpoint], color[totpoint], &area[totpoint]);
|
|
|
|
|
|
|
|
|
|
totpoint++;
|
|
|
|
|
|
|
|
|
|
VECADD(fcol, fcol, color);
|
|
|
|
|
fcol[3]= 1.0f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
rs++;
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
if(rp) {
|
|
|
|
|
if(*rp != 0) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ObjectInstanceRen *obi= &re->objectinstance[*ro];
|
|
|
|
|
ObjectRen *obr= obi->obr;
|
|
|
|
|
|
2007-05-03 21:37:52 +00:00
|
|
|
/* shade front */
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
vlr= RE_findOrAddVlak(obr, (*rp-1) & RE_QUAD_MASK);
|
2007-05-03 21:37:52 +00:00
|
|
|
quad= ((*rp) & RE_QUAD_OFFS);
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_sample_sss(&ssamp, mat, obi, vlr, quad, x, y, *rz,
|
2007-05-03 21:37:52 +00:00
|
|
|
co[totpoint], color[totpoint], &area[totpoint]);
|
2007-05-06 05:04:07 +00:00
|
|
|
|
2007-05-03 21:37:52 +00:00
|
|
|
VECADD(fcol, fcol, color[totpoint]);
|
|
|
|
|
fcol[3]= 1.0f;
|
|
|
|
|
totpoint++;
|
|
|
|
|
}
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
rp++; rz++; ro++;
|
2007-05-03 21:37:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(rbp) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(*rbp != 0 && !(*rbp == *(rp-1) && *rbo == *(ro-1))) {
|
|
|
|
|
ObjectInstanceRen *obi= &re->objectinstance[*rbo];
|
|
|
|
|
ObjectRen *obr= obi->obr;
|
|
|
|
|
|
2007-05-03 21:37:52 +00:00
|
|
|
/* shade back */
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
vlr= RE_findOrAddVlak(obr, (*rbp-1) & RE_QUAD_MASK);
|
2007-05-03 21:37:52 +00:00
|
|
|
quad= ((*rbp) & RE_QUAD_OFFS);
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_sample_sss(&ssamp, mat, obi, vlr, quad, x, y, *rbz,
|
2007-05-03 21:37:52 +00:00
|
|
|
co[totpoint], color[totpoint], &area[totpoint]);
|
|
|
|
|
|
|
|
|
|
/* to indicate this is a back sample */
|
|
|
|
|
area[totpoint]= -area[totpoint];
|
|
|
|
|
|
|
|
|
|
VECADD(fcol, fcol, color[totpoint]);
|
|
|
|
|
fcol[3]= 1.0f;
|
|
|
|
|
totpoint++;
|
|
|
|
|
}
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
rbz++; rbp++; rbo++;
|
2007-05-03 21:37:52 +00:00
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(y&1)
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(re->test_break(re->tbh)) break;
|
2007-05-03 21:37:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* note: after adding we do not free these arrays, sss keeps them */
|
|
|
|
|
if(totpoint > 0) {
|
2007-05-09 16:25:58 +00:00
|
|
|
sss_add_points(re, co, color, area, totpoint);
|
2007-05-03 21:37:52 +00:00
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
MEM_freeN(co);
|
|
|
|
|
MEM_freeN(color);
|
|
|
|
|
MEM_freeN(area);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if 0
|
2007-05-09 16:25:58 +00:00
|
|
|
if(re->r.mode & R_SHADOW)
|
2007-05-03 21:37:52 +00:00
|
|
|
ISB_free(pa);
|
|
|
|
|
#endif
|
|
|
|
|
|
2007-05-09 16:25:58 +00:00
|
|
|
if(display) {
|
|
|
|
|
/* display active layer */
|
|
|
|
|
rr->renrect.ymin=rr->renrect.ymax= 0;
|
|
|
|
|
rr->renlay= render_get_active_layer(&R, rr);
|
|
|
|
|
}
|
2007-05-03 21:37:52 +00:00
|
|
|
|
2007-05-06 05:04:07 +00:00
|
|
|
zbufshade_sss_free(pa);
|
2007-05-03 21:37:52 +00:00
|
|
|
}
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* ------------------------------------------------------------------------ */
|
|
|
|
|
|
2006-06-13 14:51:17 +00:00
|
|
|
static void renderhalo_post(RenderResult *rr, float *rectf, HaloRen *har) /* postprocess version */
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
{
|
|
|
|
|
float dist, xsq, ysq, xn, yn, colf[4], *rectft, *rtf;
|
2006-09-10 10:35:28 +00:00
|
|
|
float haloxs, haloys;
|
2002-10-12 11:37:38 +00:00
|
|
|
int minx, maxx, miny, maxy, x, y;
|
|
|
|
|
|
2006-09-10 10:35:28 +00:00
|
|
|
/* 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;
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if(maxy<0);
|
2006-06-13 14:51:17 +00:00
|
|
|
else if(rr->recty<miny);
|
2002-10-12 11:37:38 +00:00
|
|
|
else {
|
2006-09-10 10:35:28 +00:00
|
|
|
minx= floor(haloxs-har->rad);
|
|
|
|
|
maxx= ceil(haloxs+har->rad);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
if(maxx<0);
|
2006-06-13 14:51:17 +00:00
|
|
|
else if(rr->rectx<minx);
|
2002-10-12 11:37:38 +00:00
|
|
|
else {
|
|
|
|
|
|
|
|
|
|
if(minx<0) minx= 0;
|
2006-06-13 14:51:17 +00:00
|
|
|
if(maxx>=rr->rectx) maxx= rr->rectx-1;
|
2002-10-12 11:37:38 +00:00
|
|
|
if(miny<0) miny= 0;
|
2006-06-13 14:51:17 +00:00
|
|
|
if(maxy>rr->recty) maxy= rr->recty;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-06-13 14:51:17 +00:00
|
|
|
rectft= rectf+ 4*rr->rectx*miny;
|
2005-01-18 15:22:42 +00:00
|
|
|
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
for(y=miny; y<maxy; y++) {
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
rtf= rectft+4*minx;
|
|
|
|
|
|
2006-09-10 10:35:28 +00:00
|
|
|
yn= (y - haloys)*R.ycor;
|
2002-10-12 11:37:38 +00:00
|
|
|
ysq= yn*yn;
|
|
|
|
|
|
|
|
|
|
for(x=minx; x<=maxx; x++) {
|
2006-09-10 10:35:28 +00:00
|
|
|
xn= x - haloxs;
|
2002-10-12 11:37:38 +00:00
|
|
|
xsq= xn*xn;
|
|
|
|
|
dist= xsq+ysq;
|
|
|
|
|
if(dist<har->radsq) {
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
|
2008-04-14 19:48:14 +00:00
|
|
|
if(shadeHaloFloat(har, colf, 0x7FFFFF, dist, xn, yn, har->flarec))
|
|
|
|
|
addalphaAddfacFloat(rtf, colf, har->add);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
rtf+=4;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2006-06-13 14:51:17 +00:00
|
|
|
rectft+= 4*rr->rectx;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(R.test_break(R.tbh)) break;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
/* ------------------------------------------------------------------------ */
|
|
|
|
|
|
2006-06-13 14:51:17 +00:00
|
|
|
static void renderflare(RenderResult *rr, float *rectf, HaloRen *har)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
|
|
|
extern float hashvectf[];
|
2002-10-12 11:37:38 +00:00
|
|
|
HaloRen fla;
|
|
|
|
|
Material *ma;
|
|
|
|
|
float *rc, 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);
|
2006-12-05 16:43:01 +00:00
|
|
|
/* all radials added / r^3 == 1.0f! */
|
2002-10-12 11:37:38 +00:00
|
|
|
visifac /= (har->rad*har->rad*har->rad);
|
|
|
|
|
visifac*= visifac;
|
|
|
|
|
|
|
|
|
|
ma= har->mat;
|
|
|
|
|
|
2003-04-27 14:05:41 +00:00
|
|
|
/* first halo: just do */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
har->rad= rad*ma->flaresize*visifac;
|
|
|
|
|
har->radsq= har->rad*har->rad;
|
2005-01-18 15:22:42 +00:00
|
|
|
har->zs= fla.zs= 0;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
har->alfa= alfa*visifac;
|
2005-01-18 15:22:42 +00:00
|
|
|
|
2006-06-13 14:51:17 +00:00
|
|
|
renderhalo_post(rr, rectf, har);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-04-27 14:05:41 +00:00
|
|
|
/* next halo's: the flares */
|
2002-10-12 11:37:38 +00:00
|
|
|
rc= hashvectf + ma->seed2;
|
|
|
|
|
|
|
|
|
|
for(b=1; b<har->flarec; b++) {
|
|
|
|
|
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
fla.r= fabs(rc[0]);
|
|
|
|
|
fla.g= fabs(rc[1]);
|
|
|
|
|
fla.b= fabs(rc[2]);
|
2002-10-12 11:37:38 +00:00
|
|
|
fla.alfa= ma->flareboost*fabs(alfa*visifac*rc[3]);
|
2006-12-05 16:43:01 +00:00
|
|
|
fla.hard= 20.0f + fabs(70*rc[7]);
|
2002-10-12 11:37:38 +00:00
|
|
|
fla.tex= 0;
|
|
|
|
|
|
|
|
|
|
type= (int)(fabs(3.9*rc[6]));
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
fla.rad= ma->subsize*sqrt(fabs(2.0f*har->rad*rc[4]));
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
if(type==3) {
|
2006-12-05 16:43:01 +00:00
|
|
|
fla.rad*= 3.0f;
|
2002-10-12 11:37:38 +00:00
|
|
|
fla.rad+= R.rectx/10;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fla.radsq= fla.rad*fla.rad;
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
vec[0]= 1.4*rc[5]*(har->xs-R.winx/2);
|
|
|
|
|
vec[1]= 1.4*rc[5]*(har->ys-R.winy/2);
|
2006-12-05 16:43:01 +00:00
|
|
|
vec[2]= 32.0f*sqrt(vec[0]*vec[0] + vec[1]*vec[1] + 1.0f);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
fla.xs= R.winx/2 + vec[0] + (1.2+rc[8])*R.rectx*vec[0]/vec[2];
|
|
|
|
|
fla.ys= R.winy/2 + vec[1] + (1.2+rc[8])*R.rectx*vec[1]/vec[2];
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
if(R.flag & R_SEC_FIELD) {
|
|
|
|
|
if(R.r.mode & R_ODDFIELD) fla.ys += 0.5;
|
|
|
|
|
else fla.ys -= 0.5;
|
|
|
|
|
}
|
|
|
|
|
if(type & 1) fla.type= HA_FLARECIRC;
|
|
|
|
|
else fla.type= 0;
|
2006-06-13 14:51:17 +00:00
|
|
|
renderhalo_post(rr, rectf, &fla);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
fla.alfa*= 0.5;
|
|
|
|
|
if(type & 2) fla.type= HA_FLARECIRC;
|
|
|
|
|
else fla.type= 0;
|
2006-06-13 14:51:17 +00:00
|
|
|
renderhalo_post(rr, rectf, &fla);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
rc+= 7;
|
|
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-06-13 14:51:17 +00:00
|
|
|
/* needs recode... integrate this better! */
|
|
|
|
|
void add_halo_flare(Render *re)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2006-06-13 14:51:17 +00:00
|
|
|
RenderResult *rr= re->result;
|
|
|
|
|
RenderLayer *rl;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
HaloRen *har;
|
2006-06-13 14:51:17 +00:00
|
|
|
int a, mode, do_draw=0;
|
|
|
|
|
|
|
|
|
|
/* for now, we get the first renderlayer in list with halos set */
|
|
|
|
|
for(rl= rr->layers.first; rl; rl= rl->next)
|
|
|
|
|
if(rl->layflag & SCE_LAY_HALO)
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
if(rl==NULL || rl->rectf==NULL)
|
|
|
|
|
return;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
mode= R.r.mode;
|
|
|
|
|
R.r.mode &= ~R_PANORAMA;
|
2006-06-13 14:51:17 +00:00
|
|
|
|
2007-12-04 13:57:28 +00:00
|
|
|
project_renderdata(&R, projectverto, 0, 0, 0);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
for(a=0; a<R.tothalo; a++) {
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
har= R.sortedhalos[a];
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
if(har->flarec) {
|
2006-06-13 14:51:17 +00:00
|
|
|
do_draw= 1;
|
|
|
|
|
renderflare(rr, rl->rectf, har);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2006-06-13 14:51:17 +00:00
|
|
|
if(do_draw) {
|
|
|
|
|
/* weak... the display callback wants an active renderlayer pointer... */
|
|
|
|
|
rr->renlay= rl;
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
re->display_draw(re->ddh, rr, NULL);
|
2006-06-13 14:51:17 +00:00
|
|
|
}
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
R.r.mode= mode;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-12-05 18:02:43 +00:00
|
|
|
/* ************************* used for shaded view ************************ */
|
|
|
|
|
|
2006-05-28 11:49:22 +00:00
|
|
|
/* if *re, then initialize, otherwise execute */
|
|
|
|
|
void RE_shade_external(Render *re, ShadeInput *shi, ShadeResult *shr)
|
|
|
|
|
{
|
|
|
|
|
static VlakRen vlr;
|
2008-01-23 13:35:51 +00:00
|
|
|
static ObjectRen obr;
|
|
|
|
|
static ObjectInstanceRen obi;
|
2006-05-28 11:49:22 +00:00
|
|
|
|
|
|
|
|
/* init */
|
|
|
|
|
if(re) {
|
|
|
|
|
R= *re;
|
|
|
|
|
|
|
|
|
|
/* fake render face */
|
|
|
|
|
memset(&vlr, 0, sizeof(VlakRen));
|
2008-01-23 13:35:51 +00:00
|
|
|
memset(&obr, 0, sizeof(ObjectRen));
|
|
|
|
|
memset(&obi, 0, sizeof(ObjectInstanceRen));
|
|
|
|
|
obr.lay= -1;
|
|
|
|
|
obi.obr= &obr;
|
2006-05-28 11:49:22 +00:00
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
shi->vlr= &vlr;
|
2008-01-23 13:35:51 +00:00
|
|
|
shi->obr= &obr;
|
|
|
|
|
shi->obi= &obi;
|
2006-05-28 11:49:22 +00:00
|
|
|
|
|
|
|
|
if(shi->mat->nodetree && shi->mat->use_nodes)
|
|
|
|
|
ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
|
|
|
|
|
else {
|
|
|
|
|
/* copy all relevant material vars, note, keep this synced with render_types.h */
|
|
|
|
|
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
|
|
|
|
|
shi->har= shi->mat->har;
|
|
|
|
|
|
|
|
|
|
shade_material_loop(shi, shr);
|
|
|
|
|
}
|
|
|
|
|
}
|
2006-12-05 18:02:43 +00:00
|
|
|
|
2006-11-19 14:12:56 +00:00
|
|
|
/* ************************* bake ************************ */
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
typedef struct BakeShade {
|
2006-12-05 16:43:01 +00:00
|
|
|
ShadeSample ssamp;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ObjectInstanceRen *obi;
|
2006-11-19 14:12:56 +00:00
|
|
|
VlakRen *vlr;
|
|
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
ZSpan *zspan;
|
|
|
|
|
Image *ima;
|
2006-12-20 17:57:56 +00:00
|
|
|
ImBuf *ibuf;
|
2006-11-28 10:16:24 +00:00
|
|
|
|
|
|
|
|
int rectx, recty, quad, type, vdone, ready;
|
2007-11-28 22:21:12 +00:00
|
|
|
|
|
|
|
|
float dir[3];
|
|
|
|
|
Object *actob;
|
2006-11-28 10:16:24 +00:00
|
|
|
|
2006-11-19 14:12:56 +00:00
|
|
|
unsigned int *rect;
|
|
|
|
|
float *rect_float;
|
2008-03-08 21:35:38 +00:00
|
|
|
|
|
|
|
|
int usemask;
|
|
|
|
|
char *rect_mask; /* bake pixel mask */
|
2008-03-12 20:22:05 +00:00
|
|
|
|
|
|
|
|
float dxco[3], dyco[3];
|
2006-11-19 14:12:56 +00:00
|
|
|
} BakeShade;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2008-03-08 21:35:38 +00:00
|
|
|
/* bake uses a char mask to know what has been baked */
|
|
|
|
|
#define BAKE_MASK_NULL 0
|
|
|
|
|
#define BAKE_MASK_MARGIN 1
|
|
|
|
|
#define BAKE_MASK_BAKED 2
|
|
|
|
|
static void bake_mask_filter_extend( char *mask, int width, int height )
|
|
|
|
|
{
|
|
|
|
|
char *row1, *row2, *row3;
|
|
|
|
|
int rowlen, x, y;
|
|
|
|
|
char *temprect;
|
|
|
|
|
|
|
|
|
|
rowlen= width;
|
|
|
|
|
|
|
|
|
|
/* make a copy, to prevent flooding */
|
|
|
|
|
temprect= MEM_dupallocN(mask);
|
|
|
|
|
|
|
|
|
|
for(y=1; y<=height; y++) {
|
|
|
|
|
/* setup rows */
|
|
|
|
|
row1= (char *)(temprect + (y-2)*rowlen);
|
|
|
|
|
row2= row1 + rowlen;
|
|
|
|
|
row3= row2 + rowlen;
|
|
|
|
|
if(y==1)
|
|
|
|
|
row1= row2;
|
|
|
|
|
else if(y==height)
|
|
|
|
|
row3= row2;
|
|
|
|
|
|
|
|
|
|
for(x=0; x<rowlen; x++) {
|
|
|
|
|
if (mask[((y-1)*rowlen)+x]==0) {
|
|
|
|
|
if (*row1 || *row2 || *row3 || *(row1+1) || *(row3+1) ) {
|
|
|
|
|
mask[((y-1)*rowlen)+x] = BAKE_MASK_MARGIN;
|
|
|
|
|
} else if((x!=rowlen-1) && (*(row1+2) || *(row2+2) || *(row3+2)) ) {
|
|
|
|
|
mask[((y-1)*rowlen)+x] = BAKE_MASK_MARGIN;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(x!=0) {
|
|
|
|
|
row1++; row2++; row3++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
MEM_freeN(temprect);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void bake_mask_clear( ImBuf *ibuf, char *mask, char val )
|
|
|
|
|
{
|
|
|
|
|
int x,y;
|
|
|
|
|
if (ibuf->rect_float) {
|
|
|
|
|
for(x=0; x<ibuf->x; x++) {
|
|
|
|
|
for(y=0; y<ibuf->y; y++) {
|
|
|
|
|
if (mask[ibuf->x*y + x] == val) {
|
|
|
|
|
float *col= ibuf->rect_float + 4*(ibuf->x*y + x);
|
|
|
|
|
col[0] = col[1] = col[2] = col[3] = 0.0f;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
/* char buffer */
|
|
|
|
|
for(x=0; x<ibuf->x; x++) {
|
|
|
|
|
for(y=0; y<ibuf->y; y++) {
|
|
|
|
|
if (mask[ibuf->x*y + x] == val) {
|
|
|
|
|
char *col= (char *)(ibuf->rect + ibuf->x*y + x);
|
|
|
|
|
col[0] = col[1] = col[2] = col[3] = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
static void bake_set_shade_input(ObjectInstanceRen *obi, VlakRen *vlr, ShadeInput *shi, int quad, int isect, int x, int y, float u, float v)
|
2006-11-19 14:12:56 +00:00
|
|
|
{
|
2007-11-28 22:21:12 +00:00
|
|
|
if(isect) {
|
|
|
|
|
/* raytrace intersection with different u,v than scanconvert */
|
|
|
|
|
if(vlr->v4) {
|
|
|
|
|
if(quad)
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_input_set_triangle_i(shi, obi, vlr, 2, 1, 3);
|
2007-11-28 22:21:12 +00:00
|
|
|
else
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 3);
|
2007-11-28 22:21:12 +00:00
|
|
|
}
|
|
|
|
|
else
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2007-11-28 22:21:12 +00:00
|
|
|
/* regular scanconvert */
|
|
|
|
|
if(quad)
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3);
|
2007-11-28 22:21:12 +00:00
|
|
|
else
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
2007-11-28 22:21:12 +00:00
|
|
|
|
2006-12-08 09:40:44 +00:00
|
|
|
/* cache for shadow */
|
2008-03-04 19:58:22 +00:00
|
|
|
shi->samplenr= R.shadowsamplenr[shi->thread]++;
|
2008-03-13 14:36:17 +00:00
|
|
|
|
|
|
|
|
shi->mask= 0xFFFF; /* all samples */
|
2006-12-08 09:40:44 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
shi->u= -u;
|
|
|
|
|
shi->v= -v;
|
|
|
|
|
shi->xs= x;
|
|
|
|
|
shi->ys= y;
|
|
|
|
|
|
2008-03-12 20:22:05 +00:00
|
|
|
shade_input_set_uv(shi);
|
2006-12-05 16:43:01 +00:00
|
|
|
shade_input_set_normals(shi);
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
|
|
|
|
|
/* no normal flip */
|
|
|
|
|
if(shi->flippednor)
|
|
|
|
|
shade_input_flip_normals(shi);
|
2008-02-19 17:51:58 +00:00
|
|
|
|
|
|
|
|
/* set up view vector to look right at the surface (note that the normal
|
|
|
|
|
* is negated in the renderer so it does not need to be done here) */
|
|
|
|
|
shi->view[0]= shi->vn[0];
|
|
|
|
|
shi->view[1]= shi->vn[1];
|
|
|
|
|
shi->view[2]= shi->vn[2];
|
2007-11-28 22:21:12 +00:00
|
|
|
}
|
2006-12-05 16:43:01 +00:00
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
static void bake_shade(void *handle, Object *ob, ShadeInput *shi, int quad, int x, int y, float u, float v, float *tvn, float *ttang)
|
2007-11-28 22:21:12 +00:00
|
|
|
{
|
|
|
|
|
BakeShade *bs= handle;
|
|
|
|
|
ShadeSample *ssamp= &bs->ssamp;
|
|
|
|
|
ShadeResult shr;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
VlakRen *vlr= shi->vlr;
|
2007-11-28 22:21:12 +00:00
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
/* init material vars */
|
|
|
|
|
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float)); // note, keep this synced with render_types.h
|
|
|
|
|
shi->har= shi->mat->har;
|
2006-11-19 14:12:56 +00:00
|
|
|
|
|
|
|
|
if(bs->type==RE_BAKE_AO) {
|
2006-12-05 16:43:01 +00:00
|
|
|
ambient_occlusion(shi);
|
2008-02-19 16:16:16 +00:00
|
|
|
|
2008-02-22 14:27:46 +00:00
|
|
|
if(R.r.bake_flag & R_BAKE_NORMALIZE)
|
2008-02-19 16:16:16 +00:00
|
|
|
VECCOPY(shr.combined, shi->ao)
|
|
|
|
|
else
|
|
|
|
|
ambient_occlusion_to_diffuse(shi, shr.combined);
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2008-06-05 22:07:59 +00:00
|
|
|
if (bs->type==RE_BAKE_SHADOW) /* Why do shadows set the color anyhow?, ignore material color for baking */
|
|
|
|
|
shi->r = shi->g = shi->b = 1.0f;
|
|
|
|
|
|
2006-12-05 16:43:01 +00:00
|
|
|
shade_input_set_shade_texco(shi);
|
|
|
|
|
|
2008-06-05 22:07:59 +00:00
|
|
|
if(!ELEM3(bs->type, RE_BAKE_NORMALS, RE_BAKE_TEXTURE, RE_BAKE_SHADOW))
|
2008-02-13 13:25:19 +00:00
|
|
|
shade_samples_do_AO(ssamp);
|
2006-12-05 16:43:01 +00:00
|
|
|
|
2006-11-19 14:12:56 +00:00
|
|
|
if(shi->mat->nodetree && shi->mat->use_nodes) {
|
|
|
|
|
ntreeShaderExecTree(shi->mat->nodetree, shi, &shr);
|
|
|
|
|
shi->mat= vlr->mat; /* shi->mat is being set in nodetree */
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
shade_material_loop(shi, &shr);
|
|
|
|
|
|
|
|
|
|
if(bs->type==RE_BAKE_NORMALS) {
|
2007-11-28 22:21:12 +00:00
|
|
|
float nor[3];
|
|
|
|
|
|
|
|
|
|
VECCOPY(nor, shi->vn);
|
|
|
|
|
|
|
|
|
|
if(R.r.bake_normal_space == R_BAKE_SPACE_CAMERA);
|
|
|
|
|
else if(R.r.bake_normal_space == R_BAKE_SPACE_TANGENT) {
|
|
|
|
|
float mat[3][3], imat[3][3];
|
|
|
|
|
|
|
|
|
|
/* bitangent */
|
|
|
|
|
if(tvn && ttang) {
|
|
|
|
|
VECCOPY(mat[0], ttang);
|
|
|
|
|
Crossf(mat[1], tvn, ttang);
|
|
|
|
|
VECCOPY(mat[2], tvn);
|
|
|
|
|
}
|
|
|
|
|
else {
|
2008-03-07 15:38:56 +00:00
|
|
|
VECCOPY(mat[0], shi->nmaptang);
|
|
|
|
|
Crossf(mat[1], shi->vn, shi->nmaptang);
|
2007-11-28 22:21:12 +00:00
|
|
|
VECCOPY(mat[2], shi->vn);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Mat3Inv(imat, mat);
|
|
|
|
|
Mat3MulVecfl(imat, nor);
|
|
|
|
|
}
|
|
|
|
|
else if(R.r.bake_normal_space == R_BAKE_SPACE_OBJECT)
|
|
|
|
|
Mat4Mul3Vecfl(ob->imat, nor); /* ob->imat includes viewinv! */
|
|
|
|
|
else if(R.r.bake_normal_space == R_BAKE_SPACE_WORLD)
|
|
|
|
|
Mat4Mul3Vecfl(R.viewinv, nor);
|
|
|
|
|
|
|
|
|
|
Normalize(nor); /* in case object has scaling */
|
|
|
|
|
|
|
|
|
|
shr.combined[0]= nor[0]/2.0f + 0.5f;
|
|
|
|
|
shr.combined[1]= 0.5f - nor[1]/2.0f;
|
|
|
|
|
shr.combined[2]= nor[2]/2.0f + 0.5f;
|
2006-11-19 18:44:54 +00:00
|
|
|
}
|
|
|
|
|
else if(bs->type==RE_BAKE_TEXTURE) {
|
2006-12-23 12:58:25 +00:00
|
|
|
shr.combined[0]= shi->r;
|
|
|
|
|
shr.combined[1]= shi->g;
|
|
|
|
|
shr.combined[2]= shi->b;
|
2008-03-09 18:06:48 +00:00
|
|
|
shr.alpha = shi->alpha;
|
2006-11-19 18:44:54 +00:00
|
|
|
}
|
2008-06-05 22:07:59 +00:00
|
|
|
else if(bs->type==RE_BAKE_SHADOW) {
|
|
|
|
|
VECCOPY(shr.combined, shr.shad);
|
|
|
|
|
shr.alpha = shi->alpha;
|
|
|
|
|
}
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
|
|
|
|
|
2008-02-18 18:14:19 +00:00
|
|
|
if(bs->rect_float) {
|
|
|
|
|
float *col= bs->rect_float + 4*(bs->rectx*y + x);
|
|
|
|
|
VECCOPY(col, shr.combined);
|
2008-03-09 18:06:48 +00:00
|
|
|
if (bs->type==RE_BAKE_ALL || bs->type==RE_BAKE_TEXTURE) {
|
2008-03-08 21:35:38 +00:00
|
|
|
col[3]= shr.alpha;
|
|
|
|
|
} else {
|
|
|
|
|
col[3]= 1.0;
|
|
|
|
|
}
|
2008-02-18 18:14:19 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2006-11-19 14:12:56 +00:00
|
|
|
char *col= (char *)(bs->rect + bs->rectx*y + x);
|
2006-12-23 12:58:25 +00:00
|
|
|
col[0]= FTOCHAR(shr.combined[0]);
|
|
|
|
|
col[1]= FTOCHAR(shr.combined[1]);
|
|
|
|
|
col[2]= FTOCHAR(shr.combined[2]);
|
2008-03-08 21:35:38 +00:00
|
|
|
|
|
|
|
|
|
2008-03-09 18:06:48 +00:00
|
|
|
if (bs->type==RE_BAKE_ALL || bs->type==RE_BAKE_TEXTURE) {
|
2008-03-08 21:35:38 +00:00
|
|
|
col[3]= FTOCHAR(shr.alpha);
|
|
|
|
|
} else {
|
|
|
|
|
col[3]= 255;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bs->rect_mask) {
|
|
|
|
|
bs->rect_mask[bs->rectx*y + x] = BAKE_MASK_BAKED;
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2008-02-18 18:14:19 +00:00
|
|
|
static void bake_displacement(void *handle, ShadeInput *shi, float dist, int x, int y)
|
2007-12-29 05:17:19 +00:00
|
|
|
{
|
|
|
|
|
BakeShade *bs= handle;
|
|
|
|
|
float disp;
|
|
|
|
|
|
2008-02-22 14:27:46 +00:00
|
|
|
if(R.r.bake_flag & R_BAKE_NORMALIZE && R.r.bake_maxdist) {
|
|
|
|
|
disp = (dist+R.r.bake_maxdist) / (R.r.bake_maxdist*2); /* alter the range from [-bake_maxdist, bake_maxdist] to [0, 1]*/
|
|
|
|
|
} else {
|
|
|
|
|
disp = 0.5 + dist; /* alter the range from [-0.5,0.5] to [0,1]*/
|
|
|
|
|
}
|
2007-12-29 05:17:19 +00:00
|
|
|
|
|
|
|
|
if(bs->rect_float) {
|
|
|
|
|
float *col= bs->rect_float + 4*(bs->rectx*y + x);
|
|
|
|
|
col[0] = col[1] = col[2] = disp;
|
|
|
|
|
col[3]= 1.0f;
|
|
|
|
|
} else {
|
|
|
|
|
char *col= (char *)(bs->rect + bs->rectx*y + x);
|
|
|
|
|
col[0]= FTOCHAR(disp);
|
|
|
|
|
col[1]= FTOCHAR(disp);
|
|
|
|
|
col[2]= FTOCHAR(disp);
|
|
|
|
|
col[3]= 255;
|
|
|
|
|
}
|
2008-03-08 21:35:38 +00:00
|
|
|
if (bs->rect_mask) {
|
|
|
|
|
bs->rect_mask[bs->rectx*y + x] = BAKE_MASK_BAKED;
|
|
|
|
|
}
|
2007-12-29 05:17:19 +00:00
|
|
|
}
|
|
|
|
|
|
2008-01-21 23:17:19 +00:00
|
|
|
static int bake_check_intersect(Isect *is, int ob, RayFace *face)
|
2007-11-28 22:21:12 +00:00
|
|
|
{
|
|
|
|
|
BakeShade *bs = (BakeShade*)is->userdata;
|
|
|
|
|
|
|
|
|
|
/* no direction checking for now, doesn't always improve the result
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
* (INPR(shi->facenor, bs->dir) > 0.0f); */
|
2007-11-28 22:21:12 +00:00
|
|
|
|
2008-01-21 23:17:19 +00:00
|
|
|
return (R.objectinstance[ob].obr->ob != bs->actob);
|
2007-11-28 22:21:12 +00:00
|
|
|
}
|
|
|
|
|
|
2008-02-18 18:14:19 +00:00
|
|
|
static int bake_intersect_tree(RayTree* raytree, Isect* isect, float *start, float *dir, float sign, float *hitco, float *dist)
|
2007-11-28 22:21:12 +00:00
|
|
|
{
|
|
|
|
|
float maxdist;
|
|
|
|
|
int hit;
|
|
|
|
|
|
|
|
|
|
/* might be useful to make a user setting for maxsize*/
|
|
|
|
|
if(R.r.bake_maxdist > 0.0f)
|
|
|
|
|
maxdist= R.r.bake_maxdist;
|
|
|
|
|
else
|
2008-02-18 18:14:19 +00:00
|
|
|
maxdist= RE_ray_tree_max_size(R.raytree) + R.r.bake_biasdist;
|
|
|
|
|
|
|
|
|
|
VECADDFAC(isect->start, start, dir, -R.r.bake_biasdist);
|
2007-11-28 22:21:12 +00:00
|
|
|
|
|
|
|
|
isect->end[0] = isect->start[0] + dir[0]*maxdist*sign;
|
|
|
|
|
isect->end[1] = isect->start[1] + dir[1]*maxdist*sign;
|
|
|
|
|
isect->end[2] = isect->start[2] + dir[2]*maxdist*sign;
|
|
|
|
|
|
|
|
|
|
hit = RE_ray_tree_intersect_check(R.raytree, isect, bake_check_intersect);
|
|
|
|
|
if(hit) {
|
|
|
|
|
hitco[0] = isect->start[0] + isect->labda*isect->vec[0];
|
|
|
|
|
hitco[1] = isect->start[1] + isect->labda*isect->vec[1];
|
|
|
|
|
hitco[2] = isect->start[2] + isect->labda*isect->vec[2];
|
2008-02-18 18:14:19 +00:00
|
|
|
|
|
|
|
|
*dist= VecLenf(start, hitco);
|
2007-11-28 22:21:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return hit;
|
|
|
|
|
}
|
|
|
|
|
|
2008-03-12 20:22:05 +00:00
|
|
|
static void bake_set_vlr_dxyco(BakeShade *bs, float *uv1, float *uv2, float *uv3)
|
|
|
|
|
{
|
|
|
|
|
VlakRen *vlr= bs->vlr;
|
|
|
|
|
float A, d1, d2, d3, *v1, *v2, *v3;
|
|
|
|
|
|
|
|
|
|
if(bs->quad) {
|
|
|
|
|
v1= vlr->v1->co;
|
|
|
|
|
v2= vlr->v3->co;
|
|
|
|
|
v3= vlr->v4->co;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
v1= vlr->v1->co;
|
|
|
|
|
v2= vlr->v2->co;
|
|
|
|
|
v3= vlr->v3->co;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* formula derived from barycentric coordinates:
|
|
|
|
|
* (uvArea1*v1 + uvArea2*v2 + uvArea3*v3)/uvArea
|
|
|
|
|
* then taking u and v partial derivatives to get dxco and dyco */
|
|
|
|
|
A= (uv2[0] - uv1[0])*(uv3[1] - uv1[1]) - (uv3[0] - uv1[0])*(uv2[1] - uv1[1]);
|
|
|
|
|
|
|
|
|
|
if(fabs(A) > FLT_EPSILON) {
|
|
|
|
|
A= 0.5f/A;
|
|
|
|
|
|
|
|
|
|
d1= uv2[1] - uv3[1];
|
|
|
|
|
d2= uv3[1] - uv1[1];
|
|
|
|
|
d3= uv1[1] - uv2[1];
|
|
|
|
|
bs->dxco[0]= (v1[0]*d1 + v2[0]*d2 + v3[0]*d3)*A;
|
|
|
|
|
bs->dxco[1]= (v1[1]*d1 + v2[1]*d2 + v3[1]*d3)*A;
|
|
|
|
|
bs->dxco[2]= (v1[2]*d1 + v2[2]*d2 + v3[2]*d3)*A;
|
|
|
|
|
|
|
|
|
|
d1= uv3[0] - uv2[0];
|
|
|
|
|
d2= uv1[0] - uv3[0];
|
|
|
|
|
d3= uv2[0] - uv1[0];
|
|
|
|
|
bs->dyco[0]= (v1[0]*d1 + v2[0]*d2 + v3[0]*d3)*A;
|
|
|
|
|
bs->dyco[1]= (v1[1]*d1 + v2[1]*d2 + v3[1]*d3)*A;
|
|
|
|
|
bs->dyco[2]= (v1[2]*d1 + v2[2]*d2 + v3[2]*d3)*A;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
bs->dxco[0]= bs->dxco[1]= bs->dxco[2]= 0.0f;
|
|
|
|
|
bs->dyco[0]= bs->dyco[1]= bs->dyco[2]= 0.0f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(bs->obi->flag & R_TRANSFORMED) {
|
|
|
|
|
Mat3MulVecfl(bs->obi->nmat, bs->dxco);
|
|
|
|
|
Mat3MulVecfl(bs->obi->nmat, bs->dyco);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2007-11-28 22:21:12 +00:00
|
|
|
static void do_bake_shade(void *handle, int x, int y, float u, float v)
|
|
|
|
|
{
|
|
|
|
|
BakeShade *bs= handle;
|
|
|
|
|
VlakRen *vlr= bs->vlr;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ObjectInstanceRen *obi= bs->obi;
|
|
|
|
|
Object *ob= obi->obr->ob;
|
2007-11-28 22:21:12 +00:00
|
|
|
float l, *v1, *v2, *v3, tvn[3], ttang[3];
|
|
|
|
|
int quad;
|
|
|
|
|
ShadeSample *ssamp= &bs->ssamp;
|
|
|
|
|
ShadeInput *shi= ssamp->shi;
|
|
|
|
|
|
|
|
|
|
/* fast threadsafe break test */
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(R.test_break(R.tbh))
|
2007-11-28 22:21:12 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* setup render coordinates */
|
|
|
|
|
if(bs->quad) {
|
|
|
|
|
v1= vlr->v1->co;
|
|
|
|
|
v2= vlr->v3->co;
|
|
|
|
|
v3= vlr->v4->co;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
v1= vlr->v1->co;
|
|
|
|
|
v2= vlr->v2->co;
|
|
|
|
|
v3= vlr->v3->co;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* renderco */
|
|
|
|
|
l= 1.0f-u-v;
|
|
|
|
|
|
|
|
|
|
shi->co[0]= l*v3[0]+u*v1[0]+v*v2[0];
|
|
|
|
|
shi->co[1]= l*v3[1]+u*v1[1]+v*v2[1];
|
|
|
|
|
shi->co[2]= l*v3[2]+u*v1[2]+v*v2[2];
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(obi->flag & R_TRANSFORMED)
|
|
|
|
|
Mat4MulVecfl(obi->mat, shi->co);
|
|
|
|
|
|
2008-03-12 20:22:05 +00:00
|
|
|
VECCOPY(shi->dxco, bs->dxco);
|
|
|
|
|
VECCOPY(shi->dyco, bs->dyco);
|
|
|
|
|
|
2007-11-28 22:21:12 +00:00
|
|
|
quad= bs->quad;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
bake_set_shade_input(obi, vlr, shi, quad, 0, x, y, u, v);
|
2007-11-28 22:21:12 +00:00
|
|
|
|
|
|
|
|
if(bs->type==RE_BAKE_NORMALS && R.r.bake_normal_space==R_BAKE_SPACE_TANGENT) {
|
|
|
|
|
shade_input_set_shade_texco(shi);
|
|
|
|
|
VECCOPY(tvn, shi->vn);
|
2008-03-07 15:38:56 +00:00
|
|
|
VECCOPY(ttang, shi->nmaptang);
|
2007-11-28 22:21:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* if we are doing selected to active baking, find point on other face */
|
|
|
|
|
if(bs->actob) {
|
|
|
|
|
Isect isec, minisec;
|
2008-02-18 18:14:19 +00:00
|
|
|
float co[3], minco[3], dist, mindist=0.0f;
|
2007-12-30 23:27:35 +00:00
|
|
|
int hit, sign, dir=1;
|
2007-11-28 22:21:12 +00:00
|
|
|
|
|
|
|
|
/* intersect with ray going forward and backward*/
|
|
|
|
|
hit= 0;
|
|
|
|
|
memset(&minisec, 0, sizeof(minisec));
|
|
|
|
|
minco[0]= minco[1]= minco[2]= 0.0f;
|
2007-12-30 23:27:35 +00:00
|
|
|
|
2007-11-28 22:21:12 +00:00
|
|
|
VECCOPY(bs->dir, shi->vn);
|
2007-12-30 23:27:35 +00:00
|
|
|
|
2007-11-28 22:21:12 +00:00
|
|
|
for(sign=-1; sign<=1; sign+=2) {
|
|
|
|
|
memset(&isec, 0, sizeof(isec));
|
|
|
|
|
isec.mode= RE_RAY_MIRROR;
|
|
|
|
|
isec.faceorig= (RayFace*)vlr;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
isec.oborig= RAY_OBJECT_SET(&R, obi);
|
2007-11-28 22:21:12 +00:00
|
|
|
isec.userdata= bs;
|
2007-12-30 23:27:35 +00:00
|
|
|
|
2008-02-18 18:14:19 +00:00
|
|
|
if(bake_intersect_tree(R.raytree, &isec, shi->co, shi->vn, sign, co, &dist)) {
|
2007-11-28 22:21:12 +00:00
|
|
|
if(!hit || VecLenf(shi->co, co) < VecLenf(shi->co, minco)) {
|
|
|
|
|
minisec= isec;
|
2008-02-18 18:14:19 +00:00
|
|
|
mindist= dist;
|
2007-11-28 22:21:12 +00:00
|
|
|
VECCOPY(minco, co);
|
|
|
|
|
hit= 1;
|
2007-12-29 05:17:19 +00:00
|
|
|
dir = sign;
|
2007-11-28 22:21:12 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2008-04-28 14:54:24 +00:00
|
|
|
if (bs->type==RE_BAKE_DISPLACEMENT) {
|
|
|
|
|
if(hit)
|
|
|
|
|
bake_displacement(handle, shi, (dir==-1)? mindist:-mindist, x, y);
|
|
|
|
|
else
|
|
|
|
|
bake_displacement(handle, shi, 0.0f, x, y);
|
2007-12-29 05:17:19 +00:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2007-11-28 22:21:12 +00:00
|
|
|
/* if hit, we shade from the new point, otherwise from point one starting face */
|
|
|
|
|
if(hit) {
|
|
|
|
|
vlr= (VlakRen*)minisec.face;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
obi= RAY_OBJECT_GET(&R, minisec.ob);
|
2007-11-28 22:21:12 +00:00
|
|
|
quad= (minisec.isect == 2);
|
|
|
|
|
VECCOPY(shi->co, minco);
|
2007-12-30 23:27:35 +00:00
|
|
|
|
2007-11-28 22:21:12 +00:00
|
|
|
u= -minisec.u;
|
|
|
|
|
v= -minisec.v;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
bake_set_shade_input(obi, vlr, shi, quad, 1, x, y, u, v);
|
2007-11-28 22:21:12 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(bs->type==RE_BAKE_NORMALS && R.r.bake_normal_space==R_BAKE_SPACE_TANGENT)
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
bake_shade(handle, ob, shi, quad, x, y, u, v, tvn, ttang);
|
2007-11-28 22:21:12 +00:00
|
|
|
else
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
bake_shade(handle, ob, shi, quad, x, y, u, v, 0, 0);
|
2007-11-28 22:21:12 +00:00
|
|
|
}
|
|
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
static int get_next_bake_face(BakeShade *bs)
|
2006-11-19 14:12:56 +00:00
|
|
|
{
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ObjectRen *obr;
|
2006-11-28 10:16:24 +00:00
|
|
|
VlakRen *vlr;
|
2006-12-21 13:47:27 +00:00
|
|
|
MTFace *tface;
|
2006-11-28 10:16:24 +00:00
|
|
|
static int v= 0, vdone= 0;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
static ObjectInstanceRen *obi= NULL;
|
2006-11-28 10:16:24 +00:00
|
|
|
|
|
|
|
|
if(bs==NULL) {
|
|
|
|
|
vlr= NULL;
|
|
|
|
|
v= vdone= 0;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
obi= R.instancetable.first;
|
2006-11-28 10:16:24 +00:00
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BLI_lock_thread(LOCK_CUSTOM1);
|
2006-12-21 13:47:27 +00:00
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
for(; obi; obi=obi->next, v=0) {
|
|
|
|
|
obr= obi->obr;
|
|
|
|
|
|
|
|
|
|
for(; v<obr->totvlak; v++) {
|
|
|
|
|
vlr= RE_findOrAddVlak(obr, v);
|
|
|
|
|
|
|
|
|
|
if((bs->actob && bs->actob == obr->ob) || (!bs->actob && (obr->ob->flag & SELECT))) {
|
2008-05-15 19:40:09 +00:00
|
|
|
tface= RE_vlakren_get_tface(obr, vlr, obr->bakemtface, NULL, 0);
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
|
|
|
|
|
if(tface && tface->tpage) {
|
|
|
|
|
Image *ima= tface->tpage;
|
|
|
|
|
ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
|
|
|
|
|
float vec[4]= {0.0f, 0.0f, 0.0f, 0.0f};
|
2006-11-28 10:16:24 +00:00
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
if(ibuf==NULL)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(ibuf->rect==NULL && ibuf->rect_float==NULL)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(ibuf->rect_float && !(ibuf->channels==0 || ibuf->channels==4))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
/* find the image for the first time? */
|
|
|
|
|
if(ima->id.flag & LIB_DOIT) {
|
|
|
|
|
ima->id.flag &= ~LIB_DOIT;
|
|
|
|
|
|
|
|
|
|
/* we either fill in float or char, this ensures things go fine */
|
|
|
|
|
if(ibuf->rect_float)
|
|
|
|
|
imb_freerectImBuf(ibuf);
|
|
|
|
|
/* clear image */
|
|
|
|
|
if(R.r.bake_flag & R_BAKE_CLEAR)
|
|
|
|
|
IMB_rectfill(ibuf, vec);
|
|
|
|
|
|
|
|
|
|
/* might be read by UI to set active image for display */
|
|
|
|
|
R.bakebuf= ima;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bs->obi= obi;
|
|
|
|
|
bs->vlr= vlr;
|
|
|
|
|
|
|
|
|
|
bs->vdone++; /* only for error message if nothing was rendered */
|
|
|
|
|
v++;
|
|
|
|
|
|
|
|
|
|
BLI_unlock_thread(LOCK_CUSTOM1);
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
2006-11-28 10:16:24 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BLI_unlock_thread(LOCK_CUSTOM1);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* already have tested for tface and ima and zspan */
|
|
|
|
|
static void shade_tface(BakeShade *bs)
|
|
|
|
|
{
|
|
|
|
|
VlakRen *vlr= bs->vlr;
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
ObjectInstanceRen *obi= bs->obi;
|
|
|
|
|
ObjectRen *obr= obi->obr;
|
2008-05-15 19:40:09 +00:00
|
|
|
MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->bakemtface, NULL, 0);
|
2006-11-19 14:12:56 +00:00
|
|
|
Image *ima= tface->tpage;
|
|
|
|
|
float vec[4][2];
|
|
|
|
|
int a, i1, i2, i3;
|
|
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
/* check valid zspan */
|
|
|
|
|
if(ima!=bs->ima) {
|
|
|
|
|
bs->ima= ima;
|
2006-12-20 17:57:56 +00:00
|
|
|
bs->ibuf= BKE_image_get_ibuf(ima, NULL);
|
2006-11-28 10:16:24 +00:00
|
|
|
/* note, these calls only free/fill contents of zspan struct, not zspan itself */
|
|
|
|
|
zbuf_free_span(bs->zspan);
|
2007-12-17 21:04:22 +00:00
|
|
|
zbuf_alloc_span(bs->zspan, bs->ibuf->x, bs->ibuf->y, R.clipcrop);
|
2006-11-28 10:16:24 +00:00
|
|
|
}
|
2006-11-19 14:12:56 +00:00
|
|
|
|
2006-12-20 17:57:56 +00:00
|
|
|
bs->rectx= bs->ibuf->x;
|
|
|
|
|
bs->recty= bs->ibuf->y;
|
|
|
|
|
bs->rect= bs->ibuf->rect;
|
|
|
|
|
bs->rect_float= bs->ibuf->rect_float;
|
2006-11-19 14:12:56 +00:00
|
|
|
bs->quad= 0;
|
|
|
|
|
|
2008-03-08 21:35:38 +00:00
|
|
|
if (bs->usemask) {
|
|
|
|
|
if (bs->ibuf->userdata==NULL) {
|
2008-03-10 20:58:53 +00:00
|
|
|
BLI_lock_thread(LOCK_CUSTOM1);
|
|
|
|
|
if (bs->ibuf->userdata==NULL) { /* since the thread was locked, its possible another thread alloced the value */
|
|
|
|
|
bs->ibuf->userdata = (void *)MEM_callocN(sizeof(char)*bs->rectx*bs->recty, "BakeMask");
|
|
|
|
|
bs->rect_mask= (char *)bs->ibuf->userdata;
|
|
|
|
|
}
|
|
|
|
|
BLI_unlock_thread(LOCK_CUSTOM1);
|
|
|
|
|
} else {
|
2008-03-08 21:35:38 +00:00
|
|
|
bs->rect_mask= (char *)bs->ibuf->userdata;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2006-11-19 14:12:56 +00:00
|
|
|
/* get pixel level vertex coordinates */
|
|
|
|
|
for(a=0; a<4; a++) {
|
2009-06-08 20:08:19 +00:00
|
|
|
/* Note, workaround for pixel aligned UVs which are common and can screw up our intersection tests
|
|
|
|
|
* where a pixel gets inbetween 2 faces or the middle of a quad,
|
|
|
|
|
* camera aligned quads also have this problem but they are less common.
|
|
|
|
|
* Add a small offset to the UVs, fixes bug #18685 - Campbell */
|
|
|
|
|
vec[a][0]= tface->uv[a][0]*(float)bs->rectx - (0.5f + 0.001);
|
|
|
|
|
vec[a][1]= tface->uv[a][1]*(float)bs->recty - (0.5f + 0.002);
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* UV indices have to be corrected for possible quad->tria splits */
|
|
|
|
|
i1= 0; i2= 1; i3= 2;
|
|
|
|
|
vlr_set_uv_indices(vlr, &i1, &i2, &i3);
|
2008-03-12 20:22:05 +00:00
|
|
|
bake_set_vlr_dxyco(bs, vec[i1], vec[i2], vec[i3]);
|
2006-11-28 10:16:24 +00:00
|
|
|
zspan_scanconvert(bs->zspan, bs, vec[i1], vec[i2], vec[i3], do_bake_shade);
|
2006-11-19 14:12:56 +00:00
|
|
|
|
|
|
|
|
if(vlr->v4) {
|
|
|
|
|
bs->quad= 1;
|
2008-03-12 20:22:05 +00:00
|
|
|
bake_set_vlr_dxyco(bs, vec[0], vec[2], vec[3]);
|
2006-11-28 10:16:24 +00:00
|
|
|
zspan_scanconvert(bs->zspan, bs, vec[0], vec[2], vec[3], do_bake_shade);
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
static void *do_bake_thread(void *bs_v)
|
|
|
|
|
{
|
|
|
|
|
BakeShade *bs= bs_v;
|
|
|
|
|
|
|
|
|
|
while(get_next_bake_face(bs)) {
|
|
|
|
|
shade_tface(bs);
|
|
|
|
|
|
|
|
|
|
/* fast threadsafe break test */
|
2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
|
|
|
if(R.test_break(R.tbh))
|
2006-11-28 10:16:24 +00:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
bs->ready= 1;
|
|
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
2006-11-19 14:12:56 +00:00
|
|
|
/* using object selection tags, the faces with UV maps get baked */
|
|
|
|
|
/* render should have been setup */
|
2006-11-21 18:09:32 +00:00
|
|
|
/* returns 0 if nothing was handled */
|
2007-11-28 22:21:12 +00:00
|
|
|
int RE_bake_shade_all_selected(Render *re, int type, Object *actob)
|
2006-11-19 14:12:56 +00:00
|
|
|
{
|
2006-11-29 17:01:09 +00:00
|
|
|
BakeShade handles[BLENDER_MAX_THREADS];
|
2006-11-28 10:16:24 +00:00
|
|
|
ListBase threads;
|
2006-11-19 14:12:56 +00:00
|
|
|
Image *ima;
|
2008-03-08 21:35:38 +00:00
|
|
|
int a, vdone=0, usemask=0;
|
|
|
|
|
|
Render Instancing
=================
Big commit, but little user visible changes.
- Dupliverts and duplifaces are now rendered as instances, instead
of storing all of the geometry for each dupli, now an instance is
created with a matrix transform refering to the source object.
This should allow us to render tree leaves more memory efficient.
- Radiosity and to some degree raytracing of such objects is not
really efficient still. For radiosity this is fundamentally hard
to solve, but raytracing an octree could be created for each object,
but the current octree code with it's fixed size doesn't allow this
efficiently.
- The regression tests survived, but with I expect that some bugs will
pop up .. hopefully not too many :).
Implementation Notes
====================
- Dupligroups and linked meshes are not rendered as instances yet,
since they can in fact be different due to various reasons,
instancing of these types of duplis that are the same can be added
for them at a later point.
- Each ObjectRen now stores it's own database, instead of there being
one big databases of faces, verts, .. . Which objects that are actually
rendered are defined by the list of ObjectRenInstances, which all refer
to an ObjectRen.
- Homogeneous coordinatess and clipping is now not stored in vertices
anymore, but instead computed on the fly. This couldn't work for
instances. That does mean some extra computation has to be done, but
memory lookups can be slow too, and this saves some memory. Overall
I didn't find a significant speed impact.
- OSA rendering for solid and ztransp now is different. Instead of e.g.
going 8 times over the databases times and rendering the z-buffer, it
now goes over the database once and renders each polygon 8 times. That
was necessary to keep instances efficient, and can also give some
performance improvement without instances.
- There was already instancing support in the yafray export code, now it
uses Blender's render instances for export.
- UV and color layer storage in the render was a bit messy before, now
should be easier to understand.
- convertblender.c was reorganized somewhat. Regular render, speedvector
and baking now use a single function to create the database, previously
there was code duplicated for it.
- Some of these changes were done with future multithreading of scene
and shadow buffer creation in mind, though especially for scene creation
much work remains to be done to make it threadsafe, since it also involves
a lot of code from blenkernel, and there is an ugly conflict with the way
dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00
|
|
|
/* initialize render global */
|
|
|
|
|
R= *re;
|
|
|
|
|
R.bakebuf= NULL;
|
2006-11-28 10:16:24 +00:00
|
|
|
|
|
|
|
|
/* initialize static vars */
|
|
|
|
|
get_next_bake_face(NULL);
|
|
|
|
|
|
2008-03-08 21:35:38 +00:00
|
|
|
/* do we need a mask? */
|
|
|
|
|
if (re->r.bake_filter && (re->r.bake_flag & R_BAKE_CLEAR)==0)
|
|
|
|
|
usemask = 1;
|
|
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
/* baker uses this flag to detect if image was initialized */
|
2008-03-08 21:35:38 +00:00
|
|
|
for(ima= G.main->image.first; ima; ima= ima->id.next) {
|
|
|
|
|
ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
|
2006-11-28 10:16:24 +00:00
|
|
|
ima->id.flag |= LIB_DOIT;
|
2008-03-09 18:06:48 +00:00
|
|
|
if (ibuf)
|
|
|
|
|
ibuf->userdata = NULL; /* use for masking if needed */
|
2008-03-08 21:35:38 +00:00
|
|
|
}
|
2006-11-19 14:12:56 +00:00
|
|
|
|
2006-11-29 17:01:09 +00:00
|
|
|
BLI_init_threads(&threads, do_bake_thread, re->r.threads);
|
2006-11-28 10:16:24 +00:00
|
|
|
|
|
|
|
|
/* get the threads running */
|
2006-11-29 17:01:09 +00:00
|
|
|
for(a=0; a<re->r.threads; a++) {
|
2006-11-28 10:16:24 +00:00
|
|
|
/* set defaults in handles */
|
|
|
|
|
memset(&handles[a], 0, sizeof(BakeShade));
|
2006-12-05 16:43:01 +00:00
|
|
|
|
|
|
|
|
handles[a].ssamp.shi[0].lay= re->scene->lay;
|
2008-06-05 22:07:59 +00:00
|
|
|
|
|
|
|
|
if (type==RE_BAKE_SHADOW) {
|
|
|
|
|
handles[a].ssamp.shi[0].passflag= SCE_PASS_SHADOW;
|
|
|
|
|
} else {
|
|
|
|
|
handles[a].ssamp.shi[0].passflag= SCE_PASS_COMBINED;
|
|
|
|
|
}
|
2006-12-23 12:58:25 +00:00
|
|
|
handles[a].ssamp.shi[0].combinedflag= ~(SCE_PASS_SPEC);
|
2006-12-05 16:43:01 +00:00
|
|
|
handles[a].ssamp.shi[0].thread= a;
|
2006-12-23 12:58:25 +00:00
|
|
|
handles[a].ssamp.tot= 1;
|
|
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
handles[a].type= type;
|
2007-11-28 22:21:12 +00:00
|
|
|
handles[a].actob= actob;
|
2006-11-28 10:16:24 +00:00
|
|
|
handles[a].zspan= MEM_callocN(sizeof(ZSpan), "zspan for bake");
|
|
|
|
|
|
2008-03-08 21:35:38 +00:00
|
|
|
handles[a].usemask = usemask;
|
|
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
BLI_insert_thread(&threads, &handles[a]);
|
|
|
|
|
}
|
2006-11-19 14:12:56 +00:00
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
/* wait for everything to be done */
|
|
|
|
|
a= 0;
|
2006-11-29 17:01:09 +00:00
|
|
|
while(a!=re->r.threads) {
|
2006-11-19 14:12:56 +00:00
|
|
|
|
2006-11-28 10:16:24 +00:00
|
|
|
PIL_sleep_ms(50);
|
|
|
|
|
|
2006-11-29 17:01:09 +00:00
|
|
|
for(a=0; a<re->r.threads; a++)
|
2006-11-28 10:16:24 +00:00
|
|
|
if(handles[a].ready==0)
|
|
|
|
|
break;
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
|
|
|
|
|
2007-12-29 05:17:19 +00:00
|
|
|
/* filter and refresh images */
|
2006-11-19 14:12:56 +00:00
|
|
|
for(ima= G.main->image.first; ima; ima= ima->id.next) {
|
2006-11-28 18:28:23 +00:00
|
|
|
if((ima->id.flag & LIB_DOIT)==0) {
|
2006-12-20 17:57:56 +00:00
|
|
|
ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
|
2008-03-08 21:35:38 +00:00
|
|
|
if (re->r.bake_filter) {
|
|
|
|
|
if (usemask) {
|
|
|
|
|
/* extend the mask +2 pixels from the image,
|
|
|
|
|
* this is so colors dont blend in from outside */
|
|
|
|
|
char *temprect;
|
|
|
|
|
|
|
|
|
|
for(a=0; a<re->r.bake_filter; a++)
|
|
|
|
|
bake_mask_filter_extend((char *)ibuf->userdata, ibuf->x, ibuf->y);
|
|
|
|
|
|
|
|
|
|
temprect = MEM_dupallocN(ibuf->userdata);
|
|
|
|
|
|
|
|
|
|
/* expand twice to clear this many pixels, so they blend back in */
|
|
|
|
|
bake_mask_filter_extend(temprect, ibuf->x, ibuf->y);
|
|
|
|
|
bake_mask_filter_extend(temprect, ibuf->x, ibuf->y);
|
|
|
|
|
|
|
|
|
|
/* clear all pixels in the margin*/
|
|
|
|
|
bake_mask_clear(ibuf, temprect, BAKE_MASK_MARGIN);
|
|
|
|
|
MEM_freeN(temprect);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(a=0; a<re->r.bake_filter; a++) {
|
|
|
|
|
/*the mask, ibuf->userdata - can be null, in this case only zero alpha is used */
|
|
|
|
|
IMB_filter_extend(ibuf, (char *)ibuf->userdata);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ibuf->userdata) {
|
|
|
|
|
MEM_freeN(ibuf->userdata);
|
|
|
|
|
ibuf->userdata= NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
2006-12-20 17:57:56 +00:00
|
|
|
ibuf->userflags |= IB_BITMAPDIRTY;
|
2007-12-29 05:17:19 +00:00
|
|
|
if (ibuf->rect_float) IMB_rect_from_float(ibuf);
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
|
|
|
|
}
|
2006-11-28 10:16:24 +00:00
|
|
|
|
|
|
|
|
/* calculate return value */
|
2008-02-17 20:44:07 +00:00
|
|
|
for(a=0; a<re->r.threads; a++) {
|
2006-11-28 10:16:24 +00:00
|
|
|
vdone+= handles[a].vdone;
|
|
|
|
|
|
|
|
|
|
zbuf_free_span(handles[a].zspan);
|
|
|
|
|
MEM_freeN(handles[a].zspan);
|
2008-03-08 21:35:38 +00:00
|
|
|
}
|
2006-11-28 10:16:24 +00:00
|
|
|
|
|
|
|
|
BLI_end_threads(&threads);
|
2006-11-21 18:09:32 +00:00
|
|
|
return vdone;
|
2006-11-19 14:12:56 +00:00
|
|
|
}
|
2006-11-22 18:45:34 +00:00
|
|
|
|
|
|
|
|
struct Image *RE_bake_shade_get_image(void)
|
|
|
|
|
{
|
|
|
|
|
return R.bakebuf;
|
|
|
|
|
}
|
|
|
|
|
|