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/renderdatabase.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/renderdatabase.h')
-rw-r--r-- | source/blender/render/intern/include/renderdatabase.h | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/renderdatabase.h b/source/blender/render/intern/include/renderdatabase.h new file mode 100644 index 00000000000..6996bca7a5c --- /dev/null +++ b/source/blender/render/intern/include/renderdatabase.h @@ -0,0 +1,69 @@ +/** + * $Id$ + * + * ***** 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. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2006 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#ifndef RENDERDATABASE_H +#define RENDERDATABASE_H + +struct VlakRen; +struct VertRen; +struct HaloRen; +struct Material; +struct Render; + +/* renderdatabase.c */ +void free_renderdata_tables(struct Render *re); +void set_normalflags(Render *re); +void project_renderdata(struct Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, int part); + +/* functions are not exported... so wrong names */ + +struct VlakRen *RE_findOrAddVlak(struct Render *re, int nr); +struct VertRen *RE_findOrAddVert(struct Render *re, int nr); +struct HaloRen *RE_findOrAddHalo(struct Render *re, int nr); +struct HaloRen *RE_inithalo(struct Render *re, struct Material *ma, float *vec, float *vec1, float *orco, float hasize, + float vectsize, int seed); + +float *RE_vertren_get_sticky(struct Render *re, struct VertRen *ver, int verify); +float *RE_vertren_get_stress(struct Render *re, struct VertRen *ver, int verify); +float *RE_vertren_get_rad(struct Render *re, struct VertRen *ver, int verify); +float *RE_vertren_get_strand(struct Render *re, struct VertRen *ver, int verify); +float *RE_vertren_get_tangent(struct Render *re, struct VertRen *ver, int verify); + +/* haloren->type: flags */ +#define HA_ONLYSKY 1 +#define HA_VECT 2 +#define HA_XALPHA 4 +#define HA_FLARECIRC 8 + + +void init_render_world(Render *re); + + +#endif /* RENDERDATABASE_H */ + |