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authorTon Roosendaal <ton@blender.org>2004-12-27 22:28:52 +0300
committerTon Roosendaal <ton@blender.org>2004-12-27 22:28:52 +0300
commit610cec55c7134c3dada168530ee833276677bae7 (patch)
tree428e061d0d42b79b9332688951baa3f189a3a985 /source/blender/blenloader/intern
parentc43c38140d59e9204d55a62c87e0b701f50f2538 (diff)
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
Diffstat (limited to 'source/blender/blenloader/intern')
-rw-r--r--source/blender/blenloader/intern/readfile.c34
-rw-r--r--source/blender/blenloader/intern/writefile.c14
2 files changed, 32 insertions, 16 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 5e4bdd3ed7c..9efdb1f90f3 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -106,32 +106,34 @@
#include "BKE_bad_level_calls.h" // for reopen_text build_seqar (from WHILE_SEQ) open_plugin_seq set_rects_butspace check_imasel_copy
+#include "BKE_armature.h" // for precalc_bonelist_irestmats
+#include "BKE_action.h"
#include "BKE_constraint.h"
-#include "BKE_utildefines.h" // SWITCH_INT WHILE_SEQ END_SEQ DATA ENDB DNA1 O_BINARY GLOB USER TEST REND
-#include "BKE_main.h" // for Main
+#include "BKE_curve.h"
+#include "BKE_effect.h" // for give_parteff
#include "BKE_global.h" // for G
#include "BKE_property.h" // for get_property
#include "BKE_library.h" // for wich_libbase
-#include "BKE_texture.h" // for open_plugin_tex
-#include "BKE_effect.h" // for give_parteff
-#include "BKE_sca.h" // for init_actuator
+#include "BKE_main.h" // for Main
#include "BKE_mesh.h" // for ME_ defines (patching)
-#include "BKE_armature.h" // for precalc_bonelist_irestmats
-#include "BKE_action.h"
#include "BKE_object.h"
+#include "BKE_sca.h" // for init_actuator
#include "BKE_scene.h"
+#include "BKE_texture.h" // for open_plugin_tex
+#include "BKE_utildefines.h" // SWITCH_INT DATA ENDB DNA1 O_BINARY GLOB USER TEST REND
#include "BIF_butspace.h" // for do_versions, patching event codes
#include "BLO_readfile.h"
#include "BLO_undofile.h"
+#include "BLO_readblenfile.h" // streaming read pipe, for BLO_readblenfile BLO_readblenfilememory
+
#include "readfile.h"
#include "genfile.h"
-#include "BLO_readblenfile.h" // streaming read pipe, for BLO_readblenfile BLO_readblenfilememory
-
#include "mydevice.h"
+#include "blendef.h"
/*
Remark: still a weak point is the newadress() function, that doesnt solve reading from
@@ -2012,7 +2014,6 @@ static void direct_link_material(FileData *fd, Material *ma)
ma->ramp_col= newdataadr(fd, ma->ramp_col);
ma->ramp_spec= newdataadr(fd, ma->ramp_spec);
- ma->ren= NULL; /* should not be needed, nevertheless... */
}
/* ************ READ MESH ***************** */
@@ -4594,11 +4595,24 @@ static void do_versions(Main *main)
}
if(main->versionfile <= 235) {
Tex *tex= main->tex.first;
+ Scene *sce= main->scene.first;
while(tex) {
if(tex->nabla==0.0) tex->nabla= 0.025;
tex= tex->id.next;
}
+ while(sce) {
+ sce->r.postsat= 1.0;
+ sce= sce->id.next;
+ }
+ }
+ if(main->versionfile <= 236) {
+ Scene *sce= main->scene.first;
+
+ while(sce) {
+ if(sce->r.postsat==0.0) sce->r.postsat= 1.0;
+ sce= sce->id.next;
+ }
}
/* don't forget to set version number in blender.c! */
diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c
index 7fc8ac914e4..3232f12f13e 100644
--- a/source/blender/blenloader/intern/writefile.c
+++ b/source/blender/blenloader/intern/writefile.c
@@ -144,15 +144,17 @@ Important to know is that 'streaming' has been added to files, for Blender Publi
#include "BLI_linklist.h"
#include "BKE_action.h"
-#include "BKE_utildefines.h" // for KNOTSU KNOTSV WHILE_SEQ END_SEQ defines
#include "BKE_bad_level_calls.h" // build_seqar (from WHILE_SEQ) free_oops error
+#include "BKE_curve.h"
#include "BKE_constraint.h"
-#include "BKE_main.h" // G.main
#include "BKE_global.h" // for G
-#include "BKE_screen.h" // for waitcursor
-#include "BKE_packedFile.h" // for packAll
#include "BKE_library.h" // for set_listbasepointers
+#include "BKE_main.h" // G.main
+#include "BKE_packedFile.h" // for packAll
+#include "BKE_screen.h" // for waitcursor
+#include "BKE_scene.h" // for do_seq
#include "BKE_sound.h" /* ... and for samples */
+#include "BKE_utildefines.h" // for defines
#include "GEN_messaging.h"
@@ -1494,8 +1496,8 @@ static void write_global(WriteData *wd)
fg.curscreen= G.curscreen;
fg.curscene= G.scene;
- fg.displaymode= R.displaymode;
- fg.winpos= R.winpos;
+ fg.displaymode= G.displaymode;
+ fg.winpos= G.winpos;
fg.fileflags= (G.fileflags & ~G_FILE_NO_UI); // prevent to save this, is not good convention, and feature with concerns...
fg.globalf= G.f;