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/src/interface.c | |
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/src/interface.c')
-rw-r--r-- | source/blender/src/interface.c | 46 |
1 files changed, 36 insertions, 10 deletions
diff --git a/source/blender/src/interface.c b/source/blender/src/interface.c index cb0a8ae1617..7ebaf09e60f 100644 --- a/source/blender/src/interface.c +++ b/source/blender/src/interface.c @@ -94,7 +94,7 @@ #include "BIF_interface.h" #include "BIF_interface_icons.h" #include "BIF_butspace.h" - +#include "BIF_previewrender.h" #include "BSE_view.h" @@ -158,6 +158,24 @@ void ui_graphics_to_window(int win, float *x, float *y) /* for rectwrite */ *y= ((float)sy) + ((float)getsizey)*(0.5+ 0.5*(gx*UIwinmat[0][1]+ gy*UIwinmat[1][1]+ UIwinmat[3][1])); } +void ui_graphics_to_window_rct(int win, rctf *graph, rcti *winr) +{ + float gx, gy; + int sx, sy; + int getsizex, getsizey; + + bwin_getsize(win, &getsizex, &getsizey); + bwin_getsuborigin(win, &sx, &sy); + + gx= graph->xmin; + gy= graph->ymin; + winr->xmin= (int)((float)sx) + ((float)getsizex)*(0.5+ 0.5*(gx*UIwinmat[0][0]+ gy*UIwinmat[1][0]+ UIwinmat[3][0])); + winr->ymin= (int)((float)sy) + ((float)getsizey)*(0.5+ 0.5*(gx*UIwinmat[0][1]+ gy*UIwinmat[1][1]+ UIwinmat[3][1])); + gx= graph->xmax; + gy= graph->ymax; + winr->xmax= (int)((float)sx) + ((float)getsizex)*(0.5+ 0.5*(gx*UIwinmat[0][0]+ gy*UIwinmat[1][0]+ UIwinmat[3][0])); + winr->ymax= (int)((float)sy) + ((float)getsizey)*(0.5+ 0.5*(gx*UIwinmat[0][1]+ gy*UIwinmat[1][1]+ UIwinmat[3][1])); +} void ui_window_to_graphics(int win, float *x, float *y) /* for mouse cursor */ @@ -937,7 +955,7 @@ void uiDrawBlock(uiBlock *block) if(block->panel) ui_draw_panel(block); } - if(block->drawextra) block->drawextra(); + if(block->drawextra) block->drawextra(curarea, block); for (but= block->buttons.first; but; but= but->next) { @@ -4022,13 +4040,19 @@ static int ui_do_block(uiBlock *block, uiEvent *uevent) } else if( (block->maxy <= uevent->mval[1]) && (block->maxy+PNL_HEADER >= uevent->mval[1]) ) inside= 2; - + else if( block->panel->control & UI_PNL_SCALE) { + if( (block->maxx-PNL_HEADER <= uevent->mval[0])) + if( (block->miny+PNL_HEADER >= uevent->mval[1]) && inside ) + inside= 3; + } + if(inside) { // this stuff should move to do_panel if(uevent->event==LEFTMOUSE) { - if(inside==2) { + if(inside>=2) { uiPanelPop(block); // pop matrix; no return without pop! - ui_do_panel(block, uevent); + if(inside==2) ui_do_panel(block, uevent); + else ui_scale_panel(block); return UI_EXIT_LOOP; // exit loops because of moving panels } } @@ -4041,11 +4065,13 @@ static int ui_do_block(uiBlock *block, uiEvent *uevent) else if(uevent->event==PADPLUSKEY || uevent->event==PADMINUS) { SpaceLink *sl= curarea->spacedata.first; if(curarea->spacetype!=SPACE_BUTS) { - if(uevent->event==PADPLUSKEY) sl->blockscale+= 0.1; - else sl->blockscale-= 0.1; - CLAMP(sl->blockscale, 0.6, 1.0); - addqueue(block->winq, REDRAW, 1); - retval= UI_RETURN_OK; + if(!(block->panel->control & UI_PNL_SCALE)) { + if(uevent->event==PADPLUSKEY) sl->blockscale+= 0.1; + else sl->blockscale-= 0.1; + CLAMP(sl->blockscale, 0.6, 1.0); + addqueue(block->winq, REDRAW, 1); + retval= UI_RETURN_OK; + } } } } |