diff options
author | Ton Roosendaal <ton@blender.org> | 2006-01-24 01:05:47 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2006-01-24 01:05:47 +0300 |
commit | 042d612df219c8f6a29afa235537380f227b5684 (patch) | |
tree | 310a2c859b99c559115bbcda0aa70f2543bf962c /source/blender/blenkernel/bad_level_call_stubs | |
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/bad_level_call_stubs')
-rw-r--r-- | source/blender/blenkernel/bad_level_call_stubs/stubs.c | 40 |
1 files changed, 0 insertions, 40 deletions
diff --git a/source/blender/blenkernel/bad_level_call_stubs/stubs.c b/source/blender/blenkernel/bad_level_call_stubs/stubs.c index 44997480779..f8c44730bdf 100644 --- a/source/blender/blenkernel/bad_level_call_stubs/stubs.c +++ b/source/blender/blenkernel/bad_level_call_stubs/stubs.c @@ -102,37 +102,11 @@ void error(char *str, ...){} /* anim.c */ ListBase editNurb; -/* displist.c */ -#include "DNA_world_types.h" /* for render_types */ -#include "render_types.h" -struct RE_Render R; - -float Phong_Spec(float *n, float *l, float *v, int hard, int tangent){return 0;} -float Blinn_Spec(float *n, float *l, float *v, float a, float b, int tangent){return 0;} -float CookTorr_Spec(float *n, float *l, float *v, int hard, int tangent){return 0;} -float Toon_Spec(float *n, float *l, float *v, float a, float b, int tangent){return 0;} -float WardIso_Spec(float *n, float *l, float *v, float a, int tangent){return 0;} - -float Toon_Diff(float *n, float *l, float *v, float a, float b){return 0;} -float OrenNayar_Diff(float *n, float *l, float *v, float rough){return 0;} -float Minnaert_Diff(float nl, float *n, float *v, float a){return 0;} -float Fresnel_Diff(float *vn, float *lv, float *view, float ior, float fac){return 0;} - -void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b){} -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 *specr, float *specg, float *specb, ShadeInput *shi){} - - void waitcursor(int val){} void allqueue(unsigned short event, short val){} #define REDRAWVIEW3D 0x4010 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){} void make_editMesh(void){} @@ -143,7 +117,6 @@ int saveover(char *str){ return 0;} /* 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 @@ -202,20 +175,7 @@ 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 RE_free_envmap(struct EnvMap *env){} -struct EnvMap *RE_copy_envmap(struct EnvMap *env){ return env;} -void RE_free_envmapdata(struct EnvMap *env){} -void init_render_textures(void){} - -int RE_envmaptex(struct Tex *tex, float *texvec, float *dxt, float *dyt){ - return 0; -} char texstr[20][12]; /* buttons.c */ |