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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/intern/world.c
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/intern/world.c')
-rw-r--r--source/blender/blenkernel/intern/world.c35
1 files changed, 0 insertions, 35 deletions
diff --git a/source/blender/blenkernel/intern/world.c b/source/blender/blenkernel/intern/world.c
index 1f71b01d33a..3ff980110e7 100644
--- a/source/blender/blenkernel/intern/world.c
+++ b/source/blender/blenkernel/intern/world.c
@@ -178,38 +178,3 @@ void make_local_world(World *wrld)
}
}
}
-
-
-void init_render_world()
-{
- int a;
- char *cp;
-
- if(G.scene->world) {
- R.wrld= *(G.scene->world);
-
- cp= (char *)&R.wrld.fastcol;
-
- cp[0]= 255.0*R.wrld.horr;
- cp[1]= 255.0*R.wrld.horg;
- cp[2]= 255.0*R.wrld.horb;
- cp[3]= 1;
-
- VECCOPY(R.grvec, R.viewmat[2]);
- Normalise(R.grvec);
- Mat3CpyMat4(R.imat, R.viewinv);
-
- for(a=0; a<MAX_MTEX; a++)
- if(R.wrld.mtex[a] && R.wrld.mtex[a]->tex) R.wrld.skytype |= WO_SKYTEX;
-
- while(R.wrld.aosamp*R.wrld.aosamp < R.osa) R.wrld.aosamp++;
- }
- else {
- memset(&R.wrld, 0, sizeof(World));
- R.wrld.exp= 0.0;
- R.wrld.range= 1.0;
- }
-
- R.wrld.linfac= 1.0 + pow((2.0*R.wrld.exp + 0.5), -10);
- R.wrld.logfac= log( (R.wrld.linfac-1.0)/R.wrld.linfac )/R.wrld.range;
-}