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/intern/node_shaders.c | |
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/intern/node_shaders.c')
-rw-r--r-- | source/blender/blenkernel/intern/node_shaders.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/node_shaders.c b/source/blender/blenkernel/intern/node_shaders.c index 944db32ccc1..4e65b36588c 100644 --- a/source/blender/blenkernel/intern/node_shaders.c +++ b/source/blender/blenkernel/intern/node_shaders.c @@ -38,6 +38,7 @@ #include "BKE_blender.h" #include "BKE_colortools.h" #include "BKE_node.h" +#include "BKE_material.h" #include "BKE_texture.h" #include "BKE_utildefines.h" @@ -46,7 +47,7 @@ #include "MEM_guardedalloc.h" -#include "render.h" /* <- shadeinput/output */ +#include "RE_shader_ext.h" /* <- ShadeInput Shaderesult TexResult */ /* ********* exec data struct, remains internal *********** */ @@ -727,11 +728,11 @@ void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr) scd.shi= shi; scd.shr= shr; - ntreeExecTree(ntree, &scd, shi->ys & 1); /* threads */ + ntreeExecTree(ntree, &scd, shi->thread); /* threads */ } /* go over all used Geometry and Texture nodes, and return a texco flag */ -int ntreeShaderGetTexco(bNodeTree *ntree) +int ntreeShaderGetTexco(bNodeTree *ntree, int osa) { bNode *node; bNodeSocket *sock; @@ -741,8 +742,7 @@ int ntreeShaderGetTexco(bNodeTree *ntree) for(node= ntree->nodes.first; node; node= node->next) { if(node->type==SH_NODE_TEXTURE) { - /* this r.osa is sorta weak... */ - if(R.osa && node->id) { + if(osa && node->id) { Tex *tex= (Tex *)node->id; if ELEM3(tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP) texco |= TEXCO_OSA; } |