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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/python/api2_2x/sceneRender.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/python/api2_2x/sceneRender.c')
-rw-r--r--source/blender/python/api2_2x/sceneRender.c43
1 files changed, 25 insertions, 18 deletions
diff --git a/source/blender/python/api2_2x/sceneRender.c b/source/blender/python/api2_2x/sceneRender.c
index 4ad440ee476..01329dd36c4 100644
--- a/source/blender/python/api2_2x/sceneRender.c
+++ b/source/blender/python/api2_2x/sceneRender.c
@@ -33,15 +33,20 @@ struct View3D; /* keep me up here */
#include "sceneRender.h" /*This must come first*/
-#include "BIF_renderwin.h"
#include "DNA_image_types.h"
-#include "BIF_drawscene.h"
-#include "BLI_blenlib.h"
+
#include "BKE_image.h"
#include "BKE_global.h"
+
+#include "BIF_drawscene.h"
+#include "BIF_renderwin.h"
+
+#include "BLI_blenlib.h"
+
+#include "RE_pipeline.h"
+
#include "mydevice.h"
#include "butspace.h"
-#include "render.h" /* RE_animrender() */
#include "blendef.h"
#include "gen_utils.h"
@@ -55,8 +60,6 @@ struct View3D; /* keep me up here */
#define PY_SKYDOME 1
#define PY_FULL 2
-extern RE_Render R;
-extern void schrijfplaatje(char *name);
extern void waitcursor(int);
//---------------------------------------Render prototypes-------------
@@ -872,6 +875,7 @@ PyObject *RenderData_Render( BPy_RenderData * self )
}
else { /* background mode (blender -b file.blend -P script) */
+ Render *re= RE_NewRender("Render");
int end_frame = G.scene->r.efra; /* is of type short currently */
@@ -881,7 +885,7 @@ PyObject *RenderData_Render( BPy_RenderData * self )
G.scene->r.efra = G.scene->r.sfra;
- RE_animrender(NULL);
+ RE_BlenderAnim(re, G.scene, G.scene->r.sfra, G.scene->r.efra);
G.scene->r.efra = (short)end_frame;
}
@@ -907,7 +911,7 @@ PyObject *RenderData_SaveRenderedImage ( BPy_RenderData * self, PyObject *args )
BLI_strncpy( filepath, self->renderContext->pic, sizeof(filepath) );
strcat(filepath, name_str);
- if(!R.rectot) {
+ if(0) {//!R.rectot) {
return EXPP_ReturnPyObjError (PyExc_RuntimeError,
"No image rendered");
} else {
@@ -917,9 +921,9 @@ PyObject *RenderData_SaveRenderedImage ( BPy_RenderData * self, PyObject *args )
strcpy(G.ima, dir);
}
- R.r.imtype= G.scene->r.imtype;
- R.r.quality= G.scene->r.quality;
- R.r.planes= G.scene->r.planes;
+// R.r.imtype= G.scene->r.imtype;
+// R.r.quality= G.scene->r.quality;
+// R.r.planes= G.scene->r.planes;
strcpy(strn, filepath);
BLI_convertstringcode(strn, G.sce, G.scene->r.cfra);
@@ -929,7 +933,7 @@ PyObject *RenderData_SaveRenderedImage ( BPy_RenderData * self, PyObject *args )
}
waitcursor(1);
- schrijfplaatje(strn);
+// schrijfplaatje(strn);
strcpy(G.ima, filepath);
waitcursor(0);
}
@@ -948,6 +952,8 @@ PyObject *RenderData_RenderAnim( BPy_RenderData * self )
set_scene( oldsce );
}
else { /* background mode (blender -b file.blend -P script) */
+ Render *re= RE_NewRender("Render");
+
if (G.scene != self->scene)
return EXPP_ReturnPyObjError (PyExc_RuntimeError,
"scene to render in bg mode must be the active scene");
@@ -955,7 +961,8 @@ PyObject *RenderData_RenderAnim( BPy_RenderData * self )
if (G.scene->r.sfra > G.scene->r.efra)
return EXPP_ReturnPyObjError (PyExc_RuntimeError,
"start frame must be less or equal to end frame");
- RE_animrender(NULL);
+
+ RE_BlenderAnim(re, G.scene, G.scene->r.sfra, G.scene->r.efra);
}
return EXPP_incr_ret( Py_None );
}
@@ -975,7 +982,7 @@ PyObject *RenderData_Play( BPy_RenderData * self )
strcpy( file, self->renderContext->pic );
BLI_convertstringcode( file, (char *) self->scene,
self->renderContext->cfra );
- RE_make_existing_file( file );
+ BLI_make_existing_file( file );
if( BLI_strcasecmp( file + strlen( file ) - 4, ".mov" ) ) {
sprintf( txt, "%04d_%04d.mov",
( self->renderContext->sfra ),
@@ -989,7 +996,7 @@ PyObject *RenderData_Play( BPy_RenderData * self )
strcpy( file, self->renderContext->pic );
BLI_convertstringcode( file, G.sce,
self->renderContext->cfra );
- RE_make_existing_file( file );
+ BLI_make_existing_file( file );
if( BLI_strcasecmp( file + strlen( file ) - 4, ".avi" ) ) {
sprintf( txt, "%04d_%04d.avi",
( self->renderContext->sfra ),
@@ -998,14 +1005,14 @@ PyObject *RenderData_Play( BPy_RenderData * self )
}
}
if( BLI_exist( file ) ) {
- calc_renderwin_rectangle( G.winpos, pos, size );
+ calc_renderwin_rectangle(640, 480, G.winpos, pos, size);
sprintf( str, "%s -a -p %d %d \"%s\"", bprogname, pos[0],
pos[1], file );
system( str );
} else {
- makepicstring( file, self->renderContext->sfra );
+ BKE_makepicstring( file, self->renderContext->sfra );
if( BLI_exist( file ) ) {
- calc_renderwin_rectangle( G.winpos, pos, size );
+ calc_renderwin_rectangle(640, 480, G.winpos, pos, size);
sprintf( str, "%s -a -p %d %d \"%s\"", bprogname,
pos[0], pos[1], file );
system( str );