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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/imbuf/intern/radiance_hdr.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/imbuf/intern/radiance_hdr.c')
-rw-r--r--source/blender/imbuf/intern/radiance_hdr.c21
1 files changed, 15 insertions, 6 deletions
diff --git a/source/blender/imbuf/intern/radiance_hdr.c b/source/blender/imbuf/intern/radiance_hdr.c
index a90d7d651f8..bd2d41881db 100644
--- a/source/blender/imbuf/intern/radiance_hdr.c
+++ b/source/blender/imbuf/intern/radiance_hdr.c
@@ -197,8 +197,8 @@ struct ImBuf *imb_loadhdr(unsigned char *mem, int size, int flags)
ptr = (unsigned char *)strchr((char*)&mem[x+1], '\n');
ptr++;
- if (flags & IB_test) ibuf = IMB_allocImBuf(width, height, 24, 0, 0);
- else ibuf = IMB_allocImBuf(width, height, 24, IB_rect|IB_rectfloat, 0);
+ if (flags & IB_test) ibuf = IMB_allocImBuf(width, height, 32, 0, 0);
+ else ibuf = IMB_allocImBuf(width, height, 32, IB_rect|IB_rectfloat, 0);
if (ibuf==NULL) return NULL;
ibuf->ftype = RADHDR;
@@ -224,7 +224,7 @@ struct ImBuf *imb_loadhdr(unsigned char *mem, int size, int flags)
*rect_float++ = fcol[RED];
*rect_float++ = fcol[GRN];
*rect_float++ = fcol[BLU];
- *rect_float++ = 255;
+ *rect_float++ = 1.0f;
/* Also old oldstyle for the rest of blender which is not using floats yet */
/* very weird mapping! (ton) */
@@ -339,19 +339,28 @@ static void writeHeader(FILE *file, int width, int height)
short imb_savehdr(struct ImBuf *ibuf, char *name, int flags)
{
- int y, width=ibuf->x, height=ibuf->y;
FILE* file = fopen(name, "wb");
-
+ float *fp= NULL;
+ int y, width=ibuf->x, height=ibuf->y;
+ char *cp= NULL;
+
if (file==NULL) return 0;
writeHeader(file, width, height);
+ if(ibuf->rect)
+ cp= (char *)(ibuf->rect + (height-1)*width);
+ if(ibuf->rect_float)
+ fp= ibuf->rect_float + 4*(height-1)*width;
+
for (y=height-1;y>=0;y--) {
- if (fwritecolrs(file, width,(unsigned char *)&ibuf->rect[y*width*4], &ibuf->rect_float[y*width*4]) < 0) {
+ if (fwritecolrs(file, width, cp, fp) < 0) {
fclose(file);
printf("HDR write error\n");
return 0;
}
+ if(cp) cp-= 4*width;
+ if(fp) fp-= 4*width;
}
fclose(file);