Files
test/source/blender/src/previewrender.c
Ton Roosendaal 5bbd35ff05 Turned Sky render code in Blender to become fully float, it still returned
bytes for RGB.
This to allow very bright contrasted images to be used for AO as well. As
a first start also the Texture->Colors panel now allows contrast setting
up to 5.0 (was 2.0).
2004-04-24 20:27:29 +00:00

1261 lines
29 KiB
C

/* previewrender.c GRAPHICS
*
* maart 95
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/* global includes */
#include <stdlib.h>
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "BLI_arithb.h"
#include "BKE_utildefines.h"
#include "MTC_matrixops.h"
#include "render.h"
#include "mydevice.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "DNA_camera_types.h"
#include "DNA_image_types.h"
#include "DNA_object_types.h"
#include "DNA_lamp_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_texture.h"
#include "BKE_material.h"
#include "BKE_world.h"
#include "BKE_texture.h"
#include "BSE_headerbuttons.h"
#include "BIF_gl.h"
#include "BIF_screen.h"
#include "BIF_space.h" /* allqueue */
#include "BIF_butspace.h"
#include "BIF_drawimage.h" /* rectwrite_part */
#include "BIF_mywindow.h"
#include "BIF_interface.h"
#include "BIF_glutil.h"
#include "PIL_time.h"
#include "RE_renderconverter.h"
#include "blendef.h" /* CLAMP */
#define PR_RECTX 141
#define PR_RECTY 141
#define PR_XMIN 10
#define PR_YMIN 5
#define PR_XMAX 200
#define PR_YMAX 195
#define PR_FACY (PR_YMAX-PR_YMIN-4)/(PR_RECTY)
static rcti prerect;
static int pr_sizex, pr_sizey;
static float pr_facx, pr_facy;
/* implementation */
static short snijpunt(float *v1, float *v2, float *v3, float *rtlabda, float *ray1, float *ray2)
{
float x0,x1,x2,t00,t01,t02,t10,t11,t12,t20,t21,t22;
float m0,m1,m2,deeldet,det1,det2,det3;
float rtu, rtv;
t00= v3[0]-v1[0];
t01= v3[1]-v1[1];
t02= v3[2]-v1[2];
t10= v3[0]-v2[0];
t11= v3[1]-v2[1];
t12= v3[2]-v2[2];
t20= ray1[0]-ray2[0];
t21= ray1[1]-ray2[1];
t22= ray1[2]-ray2[2];
x0= t11*t22-t12*t21;
x1= t12*t20-t10*t22;
x2= t10*t21-t11*t20;
deeldet= t00*x0+t01*x1+t02*x2;
if(deeldet!=0.0) {
m0= ray1[0]-v3[0];
m1= ray1[1]-v3[1];
m2= ray1[2]-v3[2];
det1= m0*x0+m1*x1+m2*x2;
rtu= det1/deeldet;
if(rtu<=0.0) {
det2= t00*(m1*t22-m2*t21);
det2+= t01*(m2*t20-m0*t22);
det2+= t02*(m0*t21-m1*t20);
rtv= det2/deeldet;
if(rtv<=0.0) {
if(rtu+rtv>= -1.0) {
det3= m0*(t12*t01-t11*t02);
det3+= m1*(t10*t02-t12*t00);
det3+= m2*(t11*t00-t10*t01);
*rtlabda= det3/deeldet;
if(*rtlabda>=0.0 && *rtlabda<=1.0) {
return 1;
}
}
}
}
}
return 0;
}
static float rcubev[7][3]= {
{-0.002055, 6.627364, -3.369742},
{-6.031684, -3.750204, -1.992980},
{-6.049086, 3.817431, 1.969788},
{ 6.031685, 3.833064, 1.992979},
{ 6.049086, -3.734571, -1.969787},
{ 0.002054, -6.544502, 3.369744},
{-0.015348, 1.023131, 7.332510} };
static int rcubi[3][4]= {
{3, 6, 5, 4},
{1, 5, 6, 2},
{3, 0, 2, 6} };
static int ray_previewrender(int x, int y, float *vec, float *vn)
{
float scalef= 10.0/100.0;
float ray1[3], ray2[3];
float minlabda, labda;
int totface= 3, hitface= -1;
int a;
ray1[0]= ray2[0]= x*scalef;
ray1[1]= ray2[1]= y*scalef;
ray1[2]= -10.0;
ray2[2]= 10.0;
minlabda= 1.0;
for(a=0; a<totface; a++) {
if(snijpunt( rcubev[rcubi[a][0]], rcubev[rcubi[a][1]], rcubev[rcubi[a][2]], &labda, ray1, ray2)) {
if( labda < minlabda) {
minlabda= labda;
hitface= a;
}
}
if(snijpunt( rcubev[rcubi[a][0]], rcubev[rcubi[a][2]], rcubev[rcubi[a][3]], &labda, ray1, ray2)) {
if( labda < minlabda) {
minlabda= labda;
hitface= a;
}
}
}
if(hitface > -1) {
CalcNormFloat(rcubev[rcubi[hitface][0]], rcubev[rcubi[hitface][1]], rcubev[rcubi[hitface][2]], vn);
vec[0]= (minlabda*(ray1[0]-ray2[0])+ray2[0])/3.7;
vec[1]= (minlabda*(ray1[1]-ray2[1])+ray2[1])/3.7;
vec[2]= (minlabda*(ray1[2]-ray2[2])+ray2[2])/3.7;
return 1;
}
return 0;
}
static unsigned int previewback(int type, int x, int y)
{
/* checkerboard, for later
x+= PR_RECTX/2;
y+= PR_RECTX/2;
if( ((x/24) + (y/24)) & 1) return 0x40404040;
else return 0xa0a0a0a0;
*/
if(type & MA_DARK) {
if(abs(x)>abs(y)) return 0;
else return 0x40404040;
}
else {
if(abs(x)>abs(y)) return 0x40404040;
else return 0xa0a0a0a0;
}
}
static void view2d_to_window(int win, int *x_r, int *y_r)
{
int x= *x_r, y= *y_r;
int size[2], origin[2];
float winmat[4][4];
bwin_getsinglematrix(win, winmat);
bwin_getsize(win, &size[0], &size[1]);
bwin_getsuborigin(win, &origin[0], &origin[1]);
*x_r= origin[0] + (size[0]*(0.5 + 0.5*(x*winmat[0][0] + y*winmat[1][0] + winmat[3][0])));
*y_r= origin[1] + (size[1]*(0.5 + 0.5*(x*winmat[0][1] + y*winmat[1][1] + winmat[3][1])));
}
static void set_previewrect(int win, int xmin, int ymin, int xmax, int ymax)
{
prerect.xmin= xmin;
prerect.ymin= ymin;
prerect.xmax= xmax;
prerect.ymax= ymax;
view2d_to_window(win, &prerect.xmin, &prerect.ymin);
view2d_to_window(win, &prerect.xmax, &prerect.ymax);
pr_sizex= (prerect.xmax-prerect.xmin);
pr_sizey= (prerect.ymax-prerect.ymin);
pr_facx= ( (float)pr_sizex-1)/PR_RECTX;
pr_facy= ( (float)pr_sizey-1)/PR_RECTY;
}
static void display_pr_scanline(unsigned int *rect, int recty)
{
static double lasttime= 0;
/* we display 3 new scanlines, one old, the overlap is for wacky 3d cards that cant handle zoom proper */
if(recty % 2) return;
if(recty<2) return;
rect+= (recty-2)*PR_RECTX;
/* enlarge a bit in the y direction, to avoid GL/mesa bug */
glPixelZoom(pr_facx, pr_facy);
glRasterPos2f( (float)PR_XMIN+0.5, 1.0+(float)PR_YMIN + (recty*PR_FACY) );
glDrawPixels(PR_RECTX, 3, GL_RGBA, GL_UNSIGNED_BYTE, rect);
//glaDrawPixelsTex((float)PR_XMIN, (float)PR_YMIN + (recty*PR_FACY), PR_RECTX, 3, rect);
glPixelZoom(1.0, 1.0);
/* flush opengl for cards with frontbuffer slowness */
if(recty==PR_RECTY-1 || (PIL_check_seconds_timer() - lasttime > 0.05)) {
lasttime= PIL_check_seconds_timer();
glFinish();
}
}
static void draw_tex_crop(Tex *tex)
{
rcti rct;
int ret= 0;
if(tex==0) return;
if(tex->type==TEX_IMAGE) {
if(tex->cropxmin==0.0) ret++;
if(tex->cropymin==0.0) ret++;
if(tex->cropxmax==1.0) ret++;
if(tex->cropymax==1.0) ret++;
if(ret==4) return;
rct.xmin= PR_XMIN+2+tex->cropxmin*(PR_XMAX-PR_XMIN-4);
rct.xmax= PR_XMIN+2+tex->cropxmax*(PR_XMAX-PR_XMIN-4);
rct.ymin= PR_YMIN+2+tex->cropymin*(PR_YMAX-PR_YMIN-4);
rct.ymax= PR_YMIN+2+tex->cropymax*(PR_YMAX-PR_YMIN-4);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3ub(0, 0, 0);
glRecti(rct.xmin+1, rct.ymin-1, rct.xmax+1, rct.ymax-1);
glColor3ub(255, 255, 255);
glRecti(rct.xmin, rct.ymin, rct.xmax, rct.ymax);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
void BIF_all_preview_changed(void)
{
ScrArea *sa;
SpaceButs *sbuts;
sa= G.curscreen->areabase.first;
while(sa) {
if(sa->spacetype==SPACE_BUTS) {
sbuts= sa->spacedata.first;
sbuts->cury= 0;
addafterqueue(sa->win, RENDERPREVIEW, 1);
}
sa= sa->next;
}
}
void BIF_preview_changed(SpaceButs *sbuts)
{
/* can be called when no buttonswindow visible */
if(sbuts) {
sbuts->cury= 0;
addafterqueue(sbuts->area->win, RENDERPREVIEW, 1);
}
}
/* is supposed to be called with correct panel offset matrix */
void BIF_previewdraw(void)
{
SpaceButs *sbuts= curarea->spacedata.first;
set_previewrect(sbuts->area->win, PR_XMIN, PR_YMIN, PR_XMAX, PR_YMAX);
if (sbuts->rect==0) BIF_preview_changed(sbuts);
else {
int y;
for (y=0; y<PR_RECTY; y++) {
display_pr_scanline(sbuts->rect, y);
}
if (sbuts->mainb==CONTEXT_SHADING && sbuts->tab[CONTEXT_SHADING]==TAB_SHADING_TEX) {
draw_tex_crop(sbuts->lockpoin);
}
}
if(sbuts->cury==0) BIF_preview_changed(sbuts);
}
static void sky_preview_pixel(float lens, int x, int y, char *rect)
{
float view[3];
if(R.wrld.skytype & WO_SKYPAPER) {
view[0]= (2*x)/(float)PR_RECTX;
view[1]= (2*y)/(float)PR_RECTY;
view[2]= 0.0;
}
else {
view[0]= x;
view[1]= y;
view[2]= -lens*PR_RECTX/32.0;
Normalise(view);
}
RE_sky_char(view, rect);
}
static void lamp_preview_pixel(ShadeInput *shi, LampRen *la, int x, int y, char *rect)
{
float inpr, i, t, dist, distkw, vec[3];
int col;
shi->co[0]= (float)x/(PR_RECTX/4);
shi->co[1]= (float)y/(PR_RECTX/4);
shi->co[2]= 0;
vec[0]= 0.02*x;
vec[1]= 0.02*y;
vec[2]= 0.005*PR_RECTX;
VECCOPY(shi->view, vec);
dist= Normalise(shi->view);
if(la->mode & LA_TEXTURE) do_lamp_tex(la, vec, shi);
if(la->type==LA_SUN || la->type==LA_HEMI) {
dist= 1.0;
}
else {
if(la->mode & LA_QUAD) {
t= 1.0;
if(la->ld1>0.0)
t= la->dist/(la->dist+la->ld1*dist);
if(la->ld2>0.0) {
distkw= la->dist*la->dist;
t= t*distkw/(t*distkw+la->ld2*dist*dist);
}
dist= t;
}
else {
dist= (la->dist/(la->dist+dist));
}
}
if(la->type==LA_SPOT) {
if(la->mode & LA_SQUARE) {
/* slightly smaller... */
inpr= 1.7*cos(MAX2(fabs(shi->view[0]/shi->view[2]) , fabs(shi->view[1]/shi->view[2]) ));
}
else {
inpr= shi->view[2];
}
t= la->spotsi;
if(inpr<t) dist= 0.0;
else {
t= inpr-t;
if(t<la->spotbl && la->spotbl!=0.0) {
/* soft area */
i= t/la->spotbl;
t= i*i;
i= t*i;
inpr*=(3.0*t-2.0*i);
}
}
dist*=inpr;
}
else if ELEM(la->type, LA_LOCAL, LA_AREA) dist*= shi->view[2];
col= 255.0*dist*la->r;
if(col<=0) rect[0]= 0; else if(col>=255) rect[0]= 255; else rect[0]= col;
col= 255.0*dist*la->g;
if(col<=0) rect[1]= 0; else if(col>=255) rect[1]= 255; else rect[1]= col;
col= 255.0*dist*la->b;
if(col<=0) rect[2]= 0; else if(col>=255) rect[2]= 255; else rect[2]= col;
}
static void init_previewhalo(HaloRen *har, Material *mat)
{
har->type= 0;
if(mat->mode & MA_HALO_XALPHA) har->type |= HA_XALPHA;
har->mat= mat;
har->hard= mat->har;
har->rad= PR_RECTX/2.0;
har->radsq= PR_RECTX*PR_RECTX/4.0;
har->alfa= mat->alpha;
har->add= 255.0*mat->add;
har->r= 255.0*mat->r;
har->g= 255.0*mat->g;
har->b= 255.0*mat->b;
har->xs= PR_RECTX/2.0;
har->ys= PR_RECTX/2.0;
har->zs= har->zd= 0;
har->seed= (mat->seed1 % 256);
if( (mat->mode & MA_HALOTEX) && mat->mtex[0] ) har->tex= 1; else har->tex=0;
if(mat->mode & MA_STAR) har->starpoints= mat->starc; else har->starpoints= 0;
if(mat->mode & MA_HALO_LINES) har->linec= mat->linec; else har->linec= 0;
if(mat->mode & MA_HALO_RINGS) har->ringc= mat->ringc; else har->ringc= 0;
if(mat->mode & MA_HALO_FLARE) har->flarec= mat->flarec; else har->flarec= 0;
if(har->flarec) {
har->xs-= PR_RECTX/3;
har->ys+= PR_RECTX/3;
har->rad*= 0.3;
har->radsq= har->rad*har->rad;
har->pixels= har->rad*har->rad*har->rad;
}
}
static void halo_preview_pixel(HaloRen *har, int startx, int endx, int y, char *rect)
{
float dist, xn, yn, xsq, ysq;
int x;
char front[4];
if(har->flarec) yn= y-PR_RECTX/3;
else yn= y;
ysq= yn*yn;
for(x=startx; x<endx; x++) {
if(har->flarec) xn= x+PR_RECTX/3;
else xn= x;
xsq= xn*xn;
dist= xsq+ysq;
if(dist<har->radsq) {
RE_shadehalo(har, front, 0, dist, xn, yn, har->flarec);
RE_addalphaAddfac(rect, front, har->add);
}
rect+= 4;
}
}
static void previewflare(SpaceButs *sbuts, HaloRen *har, unsigned int *rect)
{
uiBlock *block;
float ycor;
unsigned int *rectot;
int afmx, afmy, rectx, recty;
block= uiFindOpenPanelBlockName(&curarea->uiblocks, "Preview");
if(block==NULL) return;
/* temps */
ycor= R.ycor;
rectx= R.rectx;
recty= R.recty;
afmx= R.afmx;
afmy= R.afmy;
rectot= R.rectot;
R.ycor= 1.0;
R.rectx= PR_RECTX;
R.recty= PR_RECTY;
R.afmx= PR_RECTX/2;
R.afmy= PR_RECTY/2;
R.rectot= rect;
waitcursor(1);
RE_renderflare(har);
waitcursor(0);
// not sure why, either waitcursor or renderflare screws up
areawinset(curarea->win);
uiPanelPush(block);
BIF_previewdraw();
uiPanelPop(block);
/* temps */
R.ycor= ycor;
R.rectx= rectx;
R.recty= recty;
R.afmx= afmx;
R.afmy= afmy;
R.rectot= rectot;
}
extern float Tin, Tr, Tg, Tb, Ta; /* texture.c */
static void texture_preview_pixel(Tex *tex, int x, int y, char *rect)
{
float i, v1, xsq, ysq, texvec[3], dummy[3];
int rgbnor, tracol, skip=0;
if(tex->type==TEX_IMAGE) {
v1= 1.0/PR_RECTX;
texvec[0]= 0.5+v1*x;
texvec[1]= 0.5+v1*y;
/* no coordinate mapping, exception: repeat */
if(tex->xrepeat>1) {
texvec[0] *= tex->xrepeat;
if(texvec[0]>1.0) texvec[0] -= (int)(texvec[0]);
}
if(tex->yrepeat>1) {
texvec[1] *= tex->yrepeat;
if(texvec[1]>1.0) texvec[1] -= (int)(texvec[1]);
}
}
else if(tex->type==TEX_ENVMAP) {
if(tex->env) {
ysq= y*y;
xsq= x*x;
if(xsq+ysq < (PR_RECTX/2)*(PR_RECTY/2)) {
texvec[2]= sqrt( (float)((PR_RECTX/2)*(PR_RECTY/2)-xsq-ysq) );
texvec[0]= -x;
texvec[1]= -y;
Normalise(texvec);
i= 2.0*(texvec[2]);
texvec[0]= (i*texvec[0]);
texvec[1]= (i*texvec[1]);
texvec[2]= (-1.0+i*texvec[2]);
}
else {
skip= 1;
Ta= 0.0;
}
}
else {
skip= 1;
Ta= 0.0;
}
}
else {
v1= 2.0/PR_RECTX;
texvec[0]= v1*x;
texvec[1]= v1*y;
texvec[2]= 0.0;
}
/* does not return Tin */
if(tex->type==TEX_STUCCI) {
tex->nor= dummy;
dummy[0]= 1.0;
dummy[1]= dummy[2]= 0.0;
}
if(skip==0) rgbnor= multitex(tex, texvec, NULL, NULL, 0);
else rgbnor= 1;
if(rgbnor & 1) {
v1= 255.0*Tr;
rect[0]= CLAMPIS(v1, 0, 255);
v1= 255.0*Tg;
rect[1]= CLAMPIS(v1, 0, 255);
v1= 255.0*Tb;
rect[2]= CLAMPIS(v1, 0, 255);
if(Ta!=1.0) {
tracol= 64+100*(abs(x)>abs(y));
tracol= (1.0-Ta)*tracol;
rect[0]= tracol+ (rect[0]*Ta) ;
rect[1]= tracol+ (rect[1]*Ta) ;
rect[2]= tracol+ (rect[2]*Ta) ;
}
}
else {
if(tex->type==TEX_STUCCI) {
Tin= 0.5 + 0.7*tex->nor[0];
CLAMP(Tin, 0.0, 1.0);
}
rect[0]= 255.0*Tin;
rect[1]= 255.0*Tin;
rect[2]= 255.0*Tin;
}
}
static float pr1_lamp[3]= {2.3, -2.4, -4.6};
static float pr2_lamp[3]= {-8.8, -5.6, -1.5};
static float pr1_col[3]= {0.8, 0.8, 0.8};
static float pr2_col[3]= {0.5, 0.6, 0.7};
static void refraction_prv(int *x, int *y, float *n, float index)
{
float dot, fac, view[3], len;
index= 1.0/index;
view[0]= index*(float)*x;
view[1]= ((float)*y)/index;
view[2]= 20.0;
len= Normalise(view);
dot= view[0]*n[0] + view[1]*n[1] + view[2]*n[2];
if(dot>0.0) {
fac= 1.0 - (1.0 - dot*dot)*index*index;
if(fac<= 0.0) return;
fac= -dot*index + sqrt(fac);
}
else {
index = 1.0/index;
fac= 1.0 - (1.0 - dot*dot)*index*index;
if(fac<= 0.0) return;
fac= -dot*index - sqrt(fac);
}
*x= (int)(len*(index*view[0] + fac*n[0]));
*y= (int)(len*(index*view[1] + fac*n[1]));
}
static void shade_preview_pixel(ShadeInput *shi, float *vec, int x, int y,char *rect, int smooth)
{
extern float fresnel_fac(float *view, float *vn, float ior, float fac);
Material *mat;
float v1,inp, inprspec=0, isr=0.0, isb=0.0, isg=0.0;
float ir=0.0, ib=0.0, ig=0.0;
float view[3], lv[3], *la, alpha;
float eul[3], tmat[3][3], imat[3][3];
int temp, a;
char tracol;
mat= shi->matren;
v1= 1.0/PR_RECTX;
view[0]= v1*x;
view[1]= v1*y;
view[2]= 1.0;
Normalise(view);
shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0;
/* texture handling */
if(mat->texco) {
VECCOPY(shi->lo, vec);
if(mat->pr_type==MA_CUBE) {
eul[0]= (297)*M_PI/180.0;
eul[1]= 0.0;
eul[2]= (45)*M_PI/180.0;
EulToMat3(eul, tmat);
MTC_Mat3MulVecfl(tmat, shi->lo);
MTC_Mat3MulVecfl(tmat, shi->vn);
/* hack for cubemap, why!!! */
SWAP(float, shi->vn[0], shi->vn[1]);
}
/* textures otherwise upside down */
if(mat->pr_type==MA_CUBE || mat->pr_type==MA_SPHERE)
shi->lo[2]= -shi->lo[2];
if(mat->texco & TEXCO_GLOB) {
VECCOPY(shi->gl, shi->lo);
}
if(mat->texco & TEXCO_WINDOW) {
VECCOPY(shi->winco, shi->lo);
}
if(mat->texco & TEXCO_STICKY) {
VECCOPY(shi->sticky, shi->lo);
}
if(mat->texco & TEXCO_UV) {
VECCOPY(shi->uv, shi->lo);
}
if(mat->texco & TEXCO_OBJECT) {
VECCOPY(shi->co, shi->lo);
}
if(mat->texco & TEXCO_NORM) {
shi->orn[0]= shi->vn[0];
shi->orn[1]= shi->vn[1];
shi->orn[2]= shi->vn[2];
}
if(mat->texco & TEXCO_REFL) {
/* for bump texture */
VECCOPY(shi->view, view);
inp= -2.0*(shi->vn[0]*view[0]+shi->vn[1]*view[1]+shi->vn[2]*view[2]);
shi->ref[0]= (view[0]+inp*shi->vn[0]);
shi->ref[1]= (view[1]+inp*shi->vn[1]);
shi->ref[2]= (view[2]+inp*shi->vn[2]);
}
/* Clear displase vec for preview */
shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
/* normals flipped in render... */
if(mat->mapto & MAP_NORM) VecMulf(shi->vn, -1.0);
do_material_tex(shi);
/* normals flipped in render... */
if(mat->mapto & MAP_NORM) VecMulf(shi->vn, -1.0);
if(mat->texco & TEXCO_REFL) {
/* normals in render are pointing different... rhm */
if(smooth) shi->ref[1]= -shi->ref[1];
}
if(mat->pr_type==MA_CUBE) {
/* rotate normal back for normals texture */
SWAP(float, shi->vn[0], shi->vn[1]);
MTC_Mat3Inv(imat, tmat);
MTC_Mat3MulVecfl(imat, shi->vn);
}
}
/* set it here, because ray_mirror will affect it */
alpha= mat->alpha;
if(mat->mapto & MAP_DISPLACE) { /* Quick hack of fake displacement preview */
shi->vn[0]-=2.0*shi->displace[2];
shi->vn[1]-=2.0*shi->displace[0];
shi->vn[2]+=2.0*shi->displace[1];
Normalise(shi->vn);
}
if(mat->mode & (MA_ZTRA|MA_RAYTRANSP))
if(mat->fresnel_tra!=0.0)
alpha*= fresnel_fac(view, shi->vn, mat->fresnel_tra_i, mat->fresnel_tra);
if(mat->mode & MA_SHLESS) {
temp= 255.0*(mat->r);
if(temp>255) rect[0]= 255; else if(temp<0) rect[0]= 0; else rect[0]= temp;
temp= 255.0*(mat->g);
if(temp>255) rect[1]= 255; else if(temp<0) rect[1]= 0; else rect[1]= temp;
temp= 255.0*(mat->b);
if(temp>255) rect[2]= 255; else if(temp<0) rect[2]= 0; else rect[2]= temp;
}
else {
for(a=0; a<2; a++) {
if(a==0) la= pr1_lamp;
else la= pr2_lamp;
lv[0]= vec[0]-la[0];
lv[1]= vec[1]-la[1];
lv[2]= vec[2]-la[2];
Normalise(lv);
inp= shi->vn[0]*lv[0]+shi->vn[1]*lv[1]+shi->vn[2]*lv[2];
if(inp<0.0) inp= 0.0;
if(mat->spec) {
if(inp>0.0) {
/* specular shaders */
float specfac;
if(mat->spec_shader==MA_SPEC_PHONG)
specfac= Phong_Spec(shi->vn, lv, view, mat->har);
else if(mat->spec_shader==MA_SPEC_COOKTORR)
specfac= CookTorr_Spec(shi->vn, lv, view, mat->har);
else if(mat->spec_shader==MA_SPEC_BLINN)
specfac= Blinn_Spec(shi->vn, lv, view, mat->refrac, (float)mat->har);
else
specfac= Toon_Spec(shi->vn, lv, view, mat->param[2], mat->param[3]);
inprspec= specfac*mat->spec;
isr+= inprspec*mat->specr;
isg+= inprspec*mat->specg;
isb+= inprspec*mat->specb;
}
}
/* diffuse shaders */
if(mat->diff_shader==MA_DIFF_ORENNAYAR) inp= OrenNayar_Diff(shi->vn, lv, view, mat->roughness);
else if(mat->diff_shader==MA_DIFF_TOON) inp= Toon_Diff(shi->vn, lv, view, mat->param[0], mat->param[1]);
// else Lambert
inp= (mat->ref*inp + mat->emit);
if(a==0) la= pr1_col;
else la= pr2_col;
ir+= inp*la[0];
ig+= inp*la[1];
ib+= inp*la[2];
}
/* drawing checkerboard and sky */
if(mat->mode & MA_RAYMIRROR) {
float col, div, y, z;
int fac;
/* rotate a bit in x */
y= shi->ref[1]; z= shi->ref[2];
shi->ref[1]= 0.98*y - 0.17*z;
shi->ref[2]= 0.17*y + 0.98*z;
/* scale */
div= (0.85*shi->ref[1]);
shi->refcol[0]= mat->ray_mirror*fresnel_fac(view, shi->vn, mat->fresnel_mir_i, mat->fresnel_mir);
/* not real 'alpha', but mirror overriding transparency */
if(mat->mode & MA_RAYTRANSP) {
float fac= sqrt(shi->refcol[0]);
alpha= alpha*(1.0-fac) + fac;
}
else alpha= alpha*(1.0-shi->refcol[0]) + shi->refcol[0];
if(div<0.0) {
/* minus 0.5 prevents too many small tiles in distance */
fac= (int)(shi->ref[0]/(div-0.1) ) + (int)(shi->ref[2]/(div-0.1) );
if(fac & 1) col= 0.8;
else col= 0.3;
shi->refcol[1]= shi->refcol[0]*col;
shi->refcol[2]= shi->refcol[1];
shi->refcol[3]= shi->refcol[2];
}
else {
shi->refcol[1]= 0.0;
shi->refcol[2]= shi->refcol[0]*0.3*div;
shi->refcol[3]= shi->refcol[0]*0.8*div;
}
}
if(shi->refcol[0]==0.0) {
a= 255.0*( mat->r*ir +mat->ambr +isr);
if(a>255) a=255; else if(a<0) a= 0;
rect[0]= a;
a= 255.0*(mat->g*ig +mat->ambg +isg);
if(a>255) a=255; else if(a<0) a= 0;
rect[1]= a;
a= 255*(mat->b*ib +mat->ambb +isb);
if(a>255) a=255; else if(a<0) a= 0;
rect[2]= a;
}
else {
a= 255.0*( mat->mirr*shi->refcol[1] + (1.0 - mat->mirr*shi->refcol[0])*(mat->r*ir +mat->ambr) +isr);
if(a>255) a=255; else if(a<0) a= 0;
rect[0]= a;
a= 255.0*( mat->mirg*shi->refcol[2] + (1.0 - mat->mirg*shi->refcol[0])*(mat->g*ig +mat->ambg) +isg);
if(a>255) a=255; else if(a<0) a= 0;
rect[1]= a;
a= 255.0*( mat->mirb*shi->refcol[3] + (1.0 - mat->mirb*shi->refcol[0])*(mat->b*ib +mat->ambb) +isb);
if(a>255) a=255; else if(a<0) a= 0;
rect[2]= a;
}
}
/* ztra shade */
if(mat->spectra!=0.0) {
inp = MAX3(isr, isg, isb);
inp *= mat->spectra;
if(inp>1.0) inp= 1.0;
alpha= (1.0-inp)*alpha+inp;
}
if(alpha!=1.0) {
if(mat->mode & MA_RAYTRANSP) {
refraction_prv(&x, &y, shi->vn, mat->ang);
}
tracol= previewback(mat->pr_back, x, y) & 255;
tracol= (1.0-alpha)*tracol;
rect[0]= tracol+ (rect[0]*alpha) ;
rect[1]= tracol+ (rect[1]*alpha) ;
rect[2]= tracol+ (rect[2]*alpha) ;
}
}
void BIF_previewrender(SpaceButs *sbuts)
{
ID *id, *idfrom;
Material *mat= NULL;
Tex *tex= NULL;
Lamp *la= NULL;
World *wrld= NULL;
LampRen *lar= NULL;
Image *ima;
HaloRen har;
Object *ob;
uiBlock *block;
ShadeInput shi;
float lens = 0.0, vec[3];
int x, y, starty, startx, endy, endx, radsq, xsq, ysq, last = 0;
unsigned int *rect;
if(sbuts->cury>=PR_RECTY) return;
/* we safely assume curarea has panel "preview" */
/* quick hack for now, later on preview should become uiBlock itself */
block= uiFindOpenPanelBlockName(&curarea->uiblocks, "Preview");
if(block==NULL) return;
ob= ((G.scene->basact)? (G.scene->basact)->object: 0);
/* we cant trust this global lockpoin.. for example with headerless window */
buttons_active_id(&id, &idfrom);
G.buts->lockpoin= id;
if(sbuts->mainb==CONTEXT_SHADING) {
int tab= sbuts->tab[CONTEXT_SHADING];
if(tab==TAB_SHADING_MAT)
mat= sbuts->lockpoin;
else if(tab==TAB_SHADING_TEX)
tex= sbuts->lockpoin;
else if(tab==TAB_SHADING_LAMP) {
if(ob && ob->type==OB_LAMP) la= ob->data;
}
else if(tab==TAB_SHADING_WORLD)
wrld= sbuts->lockpoin;
}
else if(sbuts->mainb==CONTEXT_OBJECT) {
if(ob && ob->type==OB_LAMP) la= ob->data;
}
if(mat==NULL && tex==NULL && la==NULL && wrld==NULL) return;
har.flarec= 0; /* below is a test for postrender flare */
if(qtest()) {
addafterqueue(curarea->win, RENDERPREVIEW, 1);
return;
}
MTC_Mat4One(R.viewmat);
MTC_Mat4One(R.viewinv);
shi.osatex= 0;
if(mat) {
/* rendervars */
init_render_world();
init_render_material(mat);
/* clear imats */
for(x=0; x<8; x++) {
if(mat->mtex[x]) {
if(mat->mtex[x]->tex) {
init_render_texture(mat->mtex[x]->tex);
if(mat->mtex[x]->tex->env && mat->mtex[x]->tex->env->object)
MTC_Mat4One(mat->mtex[x]->tex->env->object->imat);
}
if(mat->mtex[x]->object) MTC_Mat4One(mat->mtex[x]->object->imat);
if(mat->mtex[x]->object) MTC_Mat4One(mat->mtex[x]->object->imat);
}
}
shi.vlr= 0;
shi.mat= mat;
shi.matren= mat->ren;
if(mat->mode & MA_HALO) init_previewhalo(&har, mat);
}
else if(tex) {
ima= tex->ima;
if(ima) last= ima->lastframe;
init_render_texture(tex);
free_unused_animimages();
if(tex->ima) {
if(tex->ima!=ima) allqueue(REDRAWBUTSSHADING, 0);
else if(last!=ima->lastframe) allqueue(REDRAWBUTSSHADING, 0);
}
if(tex->env && tex->env->object)
MTC_Mat4Invert(tex->env->object->imat, tex->env->object->obmat);
}
else if(la) {
init_render_world();
init_render_textures(); /* do not do it twice!! (brightness) */
R.totlamp= 0;
RE_add_render_lamp(ob, 0); /* 0=no shadbuf */
lar= R.la[0];
/* exceptions: */
lar->spottexfac= 1.0;
lar->spotsi= cos( M_PI/3.0 );
lar->spotbl= (1.0-lar->spotsi)*la->spotblend;
MTC_Mat3One(lar->imat);
}
else if(wrld) {
lens= 35.0;
if(G.scene->camera) {
lens= ( (Camera *)G.scene->camera->data)->lens;
/* needed for init_render_world */
MTC_Mat4CpyMat4(R.viewinv, G.scene->camera->obmat);
MTC_Mat4Ortho(R.viewinv);
MTC_Mat4Invert(R.viewmat, R.viewinv);
}
init_render_world();
init_render_textures(); /* dont do it twice!! (brightness) */
}
set_previewrect(sbuts->area->win, PR_XMIN, PR_YMIN, PR_XMAX, PR_YMAX);
if(sbuts->rect==0) {
sbuts->rect= MEM_callocN(sizeof(int)*PR_RECTX*PR_RECTY, "butsrect");
/* built in emboss */
rect= sbuts->rect;
for(y=0; y<PR_RECTY; y++, rect++) *rect= 0xFFFFFFFF;
rect= sbuts->rect + PR_RECTX-1;
for(y=0; y<PR_RECTY; y++, rect+=PR_RECTX) *rect= 0xFFFFFFFF;
}
starty= -PR_RECTY/2;
endy= starty+PR_RECTY;
starty+= sbuts->cury;
/* offset +1 for emboss */
startx= -PR_RECTX/2 +1;
endx= startx+PR_RECTX -2;
radsq= (PR_RECTX/2)*(PR_RECTY/2);
if(mat) {
if(mat->pr_type==MA_SPHERE) {
pr1_lamp[0]= 2.3; pr1_lamp[1]= -2.4; pr1_lamp[2]= -4.6;
pr2_lamp[0]= -8.8; pr2_lamp[1]= -5.6; pr2_lamp[2]= -1.5;
}
else {
pr1_lamp[0]= 1.9; pr1_lamp[1]= 3.1; pr1_lamp[2]= -8.5;
pr2_lamp[0]= 1.2; pr2_lamp[1]= -18; pr2_lamp[2]= 3.2;
}
}
/* here it starts! */
glDrawBuffer(GL_FRONT);
uiPanelPush(block);
for(y=starty; y<endy; y++) {
rect= sbuts->rect + 1 + PR_RECTX*sbuts->cury;
if(y== -PR_RECTY/2 || y==endy-1); /* emboss */
else if(mat) {
if(mat->mode & MA_HALO) {
for(x=startx; x<endx; x++, rect++) {
rect[0]= previewback(mat->pr_back, x, y);
}
if(har.flarec) {
if(y==endy-2) previewflare(sbuts, &har, sbuts->rect);
}
else {
halo_preview_pixel(&har, startx, endx, y, (char *) (rect-PR_RECTX));
}
}
else {
ysq= y*y;
for(x=startx; x<endx; x++, rect++) {
xsq= x*x;
if(mat->pr_type==MA_SPHERE) {
if(xsq+ysq <= radsq) {
shi.vn[0]= x;
shi.vn[1]= y;
shi.vn[2]= sqrt( (float)(radsq-xsq-ysq) );
Normalise(shi.vn);
vec[0]= shi.vn[0];
vec[1]= shi.vn[2];
vec[2]= -shi.vn[1];
shade_preview_pixel(&shi, vec, x, y, (char *)rect, 1);
}
else {
rect[0]= previewback(mat->pr_back, x, y);
}
}
else if(mat->pr_type==MA_CUBE) {
if( ray_previewrender(x, y, vec, shi.vn) ) {
shade_preview_pixel(&shi, vec, x, y, (char *)rect, 0);
}
else {
rect[0]= previewback(mat->pr_back, x, y);
}
}
else {
vec[0]= x*(2.0/PR_RECTX);
vec[1]= y*(2.0/PR_RECTX);
vec[2]= 0.0;
shi.vn[0]= shi.vn[1]= 0.0;
shi.vn[2]= 1.0;
shade_preview_pixel(&shi, vec, x, y, (char *)rect, 0);
}
}
}
}
else if(tex) {
for(x=startx; x<endx; x++, rect++) {
texture_preview_pixel(tex, x, y, (char *)rect);
}
}
else if(la) {
for(x=startx; x<endx; x++, rect++) {
lamp_preview_pixel(&shi, lar, x, y, (char *)rect);
}
}
else {
for(x=startx; x<endx; x++, rect++) {
sky_preview_pixel(lens, x, y, (char *)rect);
}
}
if(y<endy-2) {
if(qtest()) {
addafterqueue(curarea->win, RENDERPREVIEW, 1);
break;
}
}
display_pr_scanline(sbuts->rect, sbuts->cury);
sbuts->cury++;
}
if(sbuts->cury>=PR_RECTY && tex)
if (sbuts->tab[CONTEXT_SHADING]==TAB_SHADING_TEX)
draw_tex_crop(sbuts->lockpoin);
glDrawBuffer(GL_BACK);
/* draw again for clean swapbufers */
BIF_previewdraw();
uiPanelPop(block);
if(mat) {
end_render_material(mat);
for(x=0; x<8; x++) {
if(mat->mtex[x] && mat->mtex[x]->tex) end_render_texture(mat->mtex[x]->tex);
}
}
else if(tex) {
end_render_texture(tex);
}
else if(la) {
if(R.totlamp) {
if(R.la[0]->org) MEM_freeN(R.la[0]->org);
MEM_freeN(R.la[0]);
}
R.totlamp= 0;
end_render_textures();
}
else if(wrld) {
end_render_textures();
}
}