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authorTon Roosendaal <ton@blender.org>2006-01-24 01:05:47 +0300
committerTon Roosendaal <ton@blender.org>2006-01-24 01:05:47 +0300
commit042d612df219c8f6a29afa235537380f227b5684 (patch)
tree310a2c859b99c559115bbcda0aa70f2543bf962c /source/blender/blenkernel/BKE_bad_level_calls.h
parent5668480c99001a617fd59a2383deb858195ffb26 (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.h47
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 */