diff options
author | Ton Roosendaal <ton@blender.org> | 2006-01-24 01:05:47 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2006-01-24 01:05:47 +0300 |
commit | 042d612df219c8f6a29afa235537380f227b5684 (patch) | |
tree | 310a2c859b99c559115bbcda0aa70f2543bf962c /source/blender/makesdna | |
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/makesdna')
-rw-r--r-- | source/blender/makesdna/DNA_image_types.h | 2 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_material_types.h | 27 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_node_types.h | 8 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_object_types.h | 2 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_scene_types.h | 15 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_view3d_types.h | 2 |
6 files changed, 25 insertions, 31 deletions
diff --git a/source/blender/makesdna/DNA_image_types.h b/source/blender/makesdna/DNA_image_types.h index 7b26a3c2b57..a6dca412d9c 100644 --- a/source/blender/makesdna/DNA_image_types.h +++ b/source/blender/makesdna/DNA_image_types.h @@ -50,7 +50,7 @@ typedef struct Image { struct ImBuf *mipmap[10]; short ok, flag; - short lastframe, lastquality; + short lastframe, pad; /* texture page */ short tpageflag, totbind; diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h index 6d8527d5896..15cee1a288e 100644 --- a/source/blender/makesdna/DNA_material_types.h +++ b/source/blender/makesdna/DNA_material_types.h @@ -49,16 +49,6 @@ struct ColorBand; struct Group; struct bNodeTree; -typedef struct MaterialLayer { - struct MaterialLayer *next, *prev; - - struct Material *mat; - float blendfac; - short flag, blendmethod, menunr, pad; - int pad2; - -} MaterialLayer; - /* WATCH IT: change type? also make changes in ipo.h */ typedef struct Material { @@ -109,7 +99,6 @@ typedef struct Material { float rampfac_col, rampfac_spec; struct MTex *mtex[10]; - ListBase layers; struct bNodeTree *nodetree; struct Ipo *ipo; struct Group *group; /* light group */ @@ -247,20 +236,14 @@ typedef struct Material { #define MAP_LAYER 16384 /* pr_type */ -#define MA_FLAT 0 -#define MA_SPHERE 1 -#define MA_CUBE 2 +#define MA_SPHERE 0 +#define MA_CUBE 1 +#define MA_FLAT 2 +#define MA_MONKEY 3 +#define MA_SPHERE_A 4 /* pr_back */ #define MA_DARK 1 -/* MaterialLayer flag */ -#define ML_ACTIVE 1 -#define ML_RENDER 2 -#define ML_NEG_NORMAL 4 -#define ML_DIFFUSE 8 -#define ML_SPECULAR 16 -#define ML_ALPHA 32 - #endif diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h index 85db0887f51..783a7bb05a5 100644 --- a/source/blender/makesdna/DNA_node_types.h +++ b/source/blender/makesdna/DNA_node_types.h @@ -47,9 +47,10 @@ typedef struct bNodeStack { float vec[4]; float min, max; /* min/max for values (UI writes it, execute might use it) */ void *data; - short hasinput; /* hasinput is tagged before executing */ + short hasinput; /* when input has link, tagged before executing */ + short hasoutput; /* when output is linked, tagged before executing */ short datatype; /* type of data pointer */ - int pad1; + short pad1; } bNodeStack; /* ns->datatype, shadetree only */ @@ -157,7 +158,8 @@ typedef struct bNodeTree { bNodeStack *stack1; /* for other thread, easy to expand though... */ int type, init; /* set init on fileread */ - int cur_index, pad; /* sockets in groups have unique identifiers, adding new sockets always will increase this counter */ + int stacksize; /* amount of elements in stack */ + int cur_index; /* sockets in groups have unique identifiers, adding new sockets always will increase this counter */ struct bNodeType **alltypes; /* type definitions, set on fileread, no read/write */ struct bNodeType *owntype; /* for groups or dynamic trees, no read/write */ diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h index 0f1cdb8368f..c34b14f30af 100644 --- a/source/blender/makesdna/DNA_object_types.h +++ b/source/blender/makesdna/DNA_object_types.h @@ -335,7 +335,7 @@ extern Object workob; #define BA_DO_IPO 32 #define BA_FROMSET 128 -#define OB_DO_IMAT 256 + #define OB_FROMDUPLI 512 #define OB_DONE 1024 #define OB_RADIO 2048 diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h index 12de019dd16..3f84b812cfb 100644 --- a/source/blender/makesdna/DNA_scene_types.h +++ b/source/blender/makesdna/DNA_scene_types.h @@ -48,6 +48,7 @@ struct World; struct Scene; struct Image; struct Group; +struct bNodeTree; typedef struct Base { struct Base *next, *prev; @@ -294,9 +295,12 @@ typedef struct Scene { unsigned int lay; /* editmode stuff */ - short selectmode, pad; - short proportional, prop_mode; float editbutsize; /* size of normals */ + short selectmode; + short proportional, prop_mode; + + short use_nodes; + struct bNodeTree *nodetree; void *ed; struct Radio *radio; @@ -318,7 +322,7 @@ typedef struct Scene { /* none of the dependancy graph vars is mean to be saved */ struct DagForest *theDag; short dagisvalid, dagflags; - int dirty; + short dirty, recalc; /* recalc = counterpart of ob->recalc */ } Scene; @@ -374,7 +378,7 @@ typedef struct Scene { #define R_PASSEPARTOUT 0x0004 #define R_EXTENSION 0x0010 -#define R_OGL 0x0020 +#define R_NODE_PREVIEW 0x0020 /* alphamode */ #define R_ADDSKY 0 @@ -428,6 +432,9 @@ typedef struct Scene { #define SCE_CLEAN 0 #define SCE_DIRTY 1 +/* sce->recalc (now in use by previewrender) */ +#define SCE_PRV_CHANGED 1 + /* sce->prop_mode (proportional falloff) */ #define PROP_SMOOTH 0 #define PROP_SPHERE 1 diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h index 9a5fd12dd0f..03c6aad6cf6 100644 --- a/source/blender/makesdna/DNA_view3d_types.h +++ b/source/blender/makesdna/DNA_view3d_types.h @@ -40,6 +40,7 @@ struct Tex; struct SpaceLink; struct Base; struct BoundBox; +struct RenderInfo; /* This is needed to not let VC choke on near and far... old * proprietary MS extensions... */ @@ -92,6 +93,7 @@ typedef struct View3D { struct Object *camera; struct BGpic *bgpic; struct View3D *localvd; + struct RenderInfo *ri; /** * The drawing mode for the 3d display. Set to OB_WIRE, OB_SOLID, |