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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/render/intern/include/pixelshading.h
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/render/intern/include/pixelshading.h')
-rw-r--r--source/blender/render/intern/include/pixelshading.h42
1 files changed, 12 insertions, 30 deletions
diff --git a/source/blender/render/intern/include/pixelshading.h b/source/blender/render/intern/include/pixelshading.h
index a7a611ed117..67b0e5bcf3c 100644
--- a/source/blender/render/intern/include/pixelshading.h
+++ b/source/blender/render/intern/include/pixelshading.h
@@ -1,19 +1,12 @@
/*
- * pixelshading.h
- *
- * These functions determine what actual colour a pixel will have.
- *
* $Id$
*
- * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ * ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version. The Blender
- * Foundation also sells licenses for use in proprietary software under
- * the Blender License. See http://www.blender.org/BL/ for information
- * about this.
+ * of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
@@ -27,19 +20,20 @@
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
+ * Contributor(s): 2004-2006, Blender Foundation, full recode
*
- * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ * ***** END GPL LICENSE BLOCK *****
*/
+/* pixelshading.h
+*
+* These functions determine what actual colour a pixel will have.
+*/
+
+
#ifndef PIXELSHADING_H
#define PIXELSHADING_H
-#include "render.h"
-#include "vanillaRenderPipe_types.h"
-
/**
* Render the pixel at (x,y) for object ap. Apply the jitter mask.
* Output is given in float collector[4]. The type vector:
@@ -51,30 +45,18 @@
* mask is pixel coverage in bits
* @return pointer to the object
*/
-void *renderPixel(RE_COLBUFTYPE *collector, float x, float y, int *t, int mask);
-
-
-void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode);
-
void shadeHaloFloat(HaloRen *har,
float *col, int zz,
float dist, float xn,
float yn, short flarec);
/**
- * Get the sky blending mode.
- */
-enum RE_SkyAlphaBlendingType getSkyBlendingMode(void);
-/**
* Render the sky at pixel (x, y).
*/
-void renderSkyPixelFloat(RE_COLBUFTYPE *collector, float x, float y, float *rco);
-void shadeSkyPixel(RE_COLBUFTYPE *collector, float fx, float fy, float *rco);
+void renderSkyPixelFloat(float *collector, float x, float y, float *rco);
+void shadeSkyPixel(float *collector, float fx, float fy, float *rco);
void shadeSkyPixelFloat(float *colf, float *rco, float *view, float *dxyview);
-void renderSpotHaloPixel(float x, float y, float *target);
-void fillBackgroundImageChar(char *col, float x, float y);
-
/* ------------------------------------------------------------------------- */
#endif