diff options
author | Ton Roosendaal <ton@blender.org> | 2006-01-24 01:05:47 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2006-01-24 01:05:47 +0300 |
commit | 042d612df219c8f6a29afa235537380f227b5684 (patch) | |
tree | 310a2c859b99c559115bbcda0aa70f2543bf962c /source/blender/render/intern/include/pixelshading.h | |
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/render/intern/include/pixelshading.h')
-rw-r--r-- | source/blender/render/intern/include/pixelshading.h | 42 |
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 |