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authorDalai Felinto <dfelinto@gmail.com>2015-04-06 16:40:12 +0300
committerDalai Felinto <dfelinto@gmail.com>2015-04-06 16:40:12 +0300
commitd5f1b9c2223333e03f2e4994171ad9df8c1c4f21 (patch)
treebe6b81d2c439249af96b8b28b5013dcbb735b937 /source/blender/render/extern/include/RE_engine.h
parent74df307ca43df14b759fd9eb6a049a6c5d90dcda (diff)
Multi-View and Stereo 3D
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
Diffstat (limited to 'source/blender/render/extern/include/RE_engine.h')
-rw-r--r--source/blender/render/extern/include/RE_engine.h6
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/RE_engine.h b/source/blender/render/extern/include/RE_engine.h
index a52244ff87f..4857c409f08 100644
--- a/source/blender/render/extern/include/RE_engine.h
+++ b/source/blender/render/extern/include/RE_engine.h
@@ -135,10 +135,14 @@ void RE_engine_free(RenderEngine *engine);
void RE_layer_load_from_file(struct RenderLayer *layer, struct ReportList *reports, const char *filename, int x, int y);
void RE_result_load_from_file(struct RenderResult *result, struct ReportList *reports, const char *filename);
-struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername);
+struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname);
void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result, int cancel, int merge_results);
+void RE_engine_active_view_set(RenderEngine *engine, const char *viewname);
+float RE_engine_get_camera_shift_x(RenderEngine *engine, struct Object *camera);
+void RE_engine_get_camera_model_matrix(RenderEngine *engine, struct Object *camera, float *r_modelmat);
+
int RE_engine_test_break(RenderEngine *engine);
void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
void RE_engine_update_progress(RenderEngine *engine, float progress);