diff options
author | Ton Roosendaal <ton@blender.org> | 2006-01-24 01:05:47 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2006-01-24 01:05:47 +0300 |
commit | 042d612df219c8f6a29afa235537380f227b5684 (patch) | |
tree | 310a2c859b99c559115bbcda0aa70f2543bf962c /source/blender/blenkernel/BKE_bad_level_calls.h | |
parent | 5668480c99001a617fd59a2383deb858195ffb26 (diff) |
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!
Diffstat (limited to 'source/blender/blenkernel/BKE_bad_level_calls.h')
-rw-r--r-- | source/blender/blenkernel/BKE_bad_level_calls.h | 47 |
1 files changed, 5 insertions, 42 deletions
diff --git a/source/blender/blenkernel/BKE_bad_level_calls.h b/source/blender/blenkernel/BKE_bad_level_calls.h index 8a86e88406f..1bc02a02ea6 100644 --- a/source/blender/blenkernel/BKE_bad_level_calls.h +++ b/source/blender/blenkernel/BKE_bad_level_calls.h @@ -75,26 +75,6 @@ void error(char *str, ...); /* anim.c */ extern struct ListBase editNurb; -/* displist.c */ -#include "DNA_world_types.h" /* for render_types */ -#include "render_types.h" -extern struct RE_Render R; -float Blinn_Spec(float *n, float *l, float *v, float a, float b, int); -float Phong_Spec(float *, float *, float *, int, int); -float CookTorr_Spec(float *n, float *l, float *v, int hard, int); -float Toon_Spec(float *n, float *l, float *v, float a, float b, int); -float WardIso_Spec(float *n, float *l, float *v, float a, int); - -float Toon_Diff(float *n, float *l, float *v, float a, float b); -float OrenNayar_Diff(float *n, float *l, float *v, float rough); -float Minnaert_Diff(float nl, float *n, float *v, float a); -float Fresnel_Diff(float *vn, float *lv, float *view, float ior, float fac); - -void add_to_diffuse(float *, ShadeInput *, float, float, float, float); -void ramp_diffuse_result(float *diff, ShadeInput *shi); -void do_specular_ramp(ShadeInput *shi, float is, float t, float *spec); -void ramp_spec_result(float *, float *, float *, ShadeInput *); - void mainqenter (unsigned short event, short val); void waitcursor(int); void allqueue(unsigned short event, short val); @@ -103,9 +83,6 @@ void allqueue(unsigned short event, short val); struct Material; extern struct Material defmaterial; -/* effect.c */ -void RE_jitterate1(float *jit1, float *jit2, int num, float rad1); -void RE_jitterate2(float *jit1, float *jit2, int num, float rad2); /* exotic.c */ void load_editMesh(void); @@ -119,7 +96,6 @@ int saveover(char *str); /* image.c */ #include "DNA_image_types.h" void free_realtime_image(Image *ima); // has to become a callback, opengl stuff -void RE_make_existing_file(char *name); // from render, but these funcs should be moved anyway /* ipo.c */ void copy_view3d_lock(short val); // was a hack, to make scene layer ipo's possible @@ -129,11 +105,12 @@ void allspace(unsigned short event, short val) ; #define OOPS_TEST 2 /* mball.c */ -extern ListBase editelems; +extern struct ListBase editelems; /* object.c */ -void BPY_free_scriptlink(ScriptLink *slink); -void BPY_copy_scriptlink(ScriptLink *scriptlink); +struct ScriptLink; +void BPY_free_scriptlink(struct ScriptLink *slink); +void BPY_copy_scriptlink(struct ScriptLink *scriptlink); float *give_cursor(void); // become a callback or argument void exit_posemode(int freedata); @@ -149,21 +126,7 @@ void free_editing(struct Editing *ed); // scenes and sequences problem... void BPY_do_all_scripts (short int event); int BPY_call_importloader(char *name); -/* texture.c */ -#define FLO 128 -#define INT 96 -struct EnvMap; -struct Tex; - -void do_material_tex(ShadeInput *shi); -void externtex(struct MTex *mtex, float *vec, float *tin, float *tr, - float *tg, float *tb, float *ta); -void init_render_textures(void); - -void RE_free_envmap(struct EnvMap *env); -void RE_free_envmapdata(struct EnvMap *env); -struct EnvMap *RE_copy_envmap(struct EnvMap *env); -int RE_envmaptex(struct Tex *tex, float *texvec, float *dxt, float *dyt); + extern char texstr[20][12]; /* buttons.c */ |