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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/src/interface.c
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/src/interface.c')
-rw-r--r--source/blender/src/interface.c46
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;
+ }
}
}
}