Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/rendercore.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/rendercore.h')
-rw-r--r--source/blender/render/intern/include/rendercore.h47
1 files changed, 23 insertions, 24 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index 8f236c502f4..cfdf34c205b 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -46,6 +46,8 @@
struct HaloRen;
struct ShadeInput;
+/* ------------------------------------------------------------------------- */
+
typedef struct PixStr
{
struct PixStr *next;
@@ -53,14 +55,15 @@ typedef struct PixStr
unsigned short mask, amount;
} PixStr;
-/* ------------------------------------------------------------------------- */
-
typedef struct PixStrMain
{
+ struct PixStrMain *next, *prev;
struct PixStr *ps;
- struct PixStrMain *next;
+ int counter;
} PixStrMain;
+/* ------------------------------------------------------------------------- */
+
void calc_view_vector(float *view, float x, float y);
float mistfactor(float zcor, float *co); /* dist and height, return alpha */
@@ -74,34 +77,30 @@ void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr);
float fresnel_fac(float *view, float *vn, float fresnel, float fac);
void calc_R_ref(struct ShadeInput *shi);
-float spec(float inp, int hard);
-/* -------- ray.c ------- */
+/* for nodes */
+void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
-extern void ray_shadow(ShadeInput *, LampRen *, float *);
-extern void ray_trace(ShadeInput *, ShadeResult *);
-extern void ray_ao(ShadeInput *, World *, float *);
-
-/**
- * Do z buffer and shade
- */
void zbufshade(void);
-
-/**
- * zbuffer and shade, anti aliased
- */
void zbufshadeDA(void); /* Delta Accum Pixel Struct */
-/**
- * Also called in: zbuf.c
- */
-void *shadepixel(float x, float y, int z, int facenr, int mask, float *col, float *rco);
+void *shadepixel(RenderPart *pa, float x, float y, int z, int facenr, int mask, float *col, float *rco);
-/**
- * A cryptic but very efficient way of counting the number of bits that
- * is set in the unsigned short.
- */
int count_mask(unsigned short mask);
+void zbufshade_tile(struct RenderPart *pa);
+void zbufshadeDA_tile(struct RenderPart *pa);
+
+/* -------- ray.c ------- */
+
+extern void freeoctree(Render *re);
+extern void makeoctree(Render *re);
+
+extern void ray_shadow(ShadeInput *, LampRen *, float *);
+extern void ray_trace(ShadeInput *, ShadeResult *);
+extern void ray_ao(ShadeInput *, float *);
+extern void init_jitter_plane(LampRen *lar);
+extern void init_ao_sphere(float *sphere, int tot, int iter);
+
#endif /* RENDER_EXT_H */