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_panel.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_panel.c')
-rw-r--r-- | source/blender/src/interface_panel.c | 95 |
1 files changed, 80 insertions, 15 deletions
diff --git a/source/blender/src/interface_panel.c b/source/blender/src/interface_panel.c index 2bb31032a04..d1ba75a5036 100644 --- a/source/blender/src/interface_panel.c +++ b/source/blender/src/interface_panel.c @@ -72,6 +72,7 @@ #include "BIF_keyval.h" #include "BIF_mainqueue.h" +#include "BIF_previewrender.h" #include "BIF_screen.h" #include "BIF_toolbox.h" #include "BIF_mywindow.h" @@ -481,10 +482,14 @@ int uiNewPanel(ScrArea *sa, uiBlock *block, char *panelname, char *tabname, int } if(pa) { - if(pa->sizex != sizex) { + /* scale correction */ + if(pa->control & UI_PNL_SCALE); + else { pa->sizex= sizex; - pa->ofsy+= (pa->sizey - sizey); // check uiNewPanelHeight() - pa->sizey= sizey; + if(pa->sizey != sizey) { + pa->ofsy+= (pa->sizey - sizey); // check uiNewPanelHeight() + pa->sizey= sizey; + } } } else { @@ -928,6 +933,30 @@ static void ui_draw_panel_header(uiBlock *block) } +static void ui_draw_panel_scalewidget(uiBlock *block) +{ + float xmin, xmax, dx; + float ymin, ymax, dy; + + xmin= block->maxx-PNL_HEADER+2; + xmax= block->maxx-3; + ymin= block->miny+3; + ymax= block->miny+PNL_HEADER-2; + + dx= 0.5f*(xmax-xmin); + dy= 0.5f*(ymax-ymin); + + glEnable(GL_BLEND); + glColor4ub(255, 255, 255, 50); + fdrawline(xmin, ymin, xmax, ymax); + fdrawline(xmin+dx, ymin, xmax, ymax-dy); + + glColor4ub(0, 0, 0, 50); + fdrawline(xmin, ymin+block->aspect, xmax, ymax+block->aspect); + fdrawline(xmin+dx, ymin+block->aspect, xmax, ymax-dy+block->aspect); + glDisable(GL_BLEND); +} + void ui_draw_panel(uiBlock *block) { Panel *panel= block->panel; @@ -1070,6 +1099,9 @@ void ui_draw_panel(uiBlock *block) uiRoundRect(block->minx, block->miny, block->maxx, block->maxy+PNL_HEADER, 8); } + if(panel->control & UI_PNL_SCALE) + ui_draw_panel_scalewidget(block); + /* and a soft shadow-line for now */ /* glEnable( GL_BLEND ); @@ -1496,11 +1528,12 @@ static void test_add_new_tabs(ScrArea *sa) /* ------------ panel drag ---------------- */ -static void ui_drag_panel(uiBlock *block) +static void ui_drag_panel(uiBlock *block, int doscale) { Panel *panel= block->panel; - short align=0, first=1, ofsx, ofsy, dx=0, dy=0, dxo=0, dyo=0, mval[2], mvalo[2]; - + short align=0, first=1, dx=0, dy=0, dxo=0, dyo=0, mval[2], mvalo[2]; + short ofsx, ofsy, sizex, sizey; + if(curarea->spacetype==SPACE_BUTS) { SpaceButs *sbuts= curarea->spacedata.first; align= sbuts->align; @@ -1509,9 +1542,15 @@ static void ui_drag_panel(uiBlock *block) uiGetMouse(block->win, mvalo); ofsx= block->panel->ofsx; ofsy= block->panel->ofsy; + sizex= block->panel->sizex; + sizey= block->panel->sizey; panel->flag |= PNL_SELECT; + /* exception handling, 3d window preview panel */ + if(block->drawextra==BIF_view3d_previewdraw) + BIF_view3d_previewrender_clear(curarea); + while(TRUE) { if( !(get_mbut() & L_MOUSE) ) break; @@ -1528,13 +1567,25 @@ static void ui_drag_panel(uiBlock *block) dxo= dx; dyo= dy; first= 0; - panel->ofsx = ofsx+dx; - panel->ofsy = ofsy+dy; - - check_panel_overlap(curarea, panel); - - if(align) uiAlignPanelStep(curarea, 0.2); + if(doscale) { + panel->sizex = MAX2(sizex+dx, UI_PANEL_MINX); + + if(sizey-dy < UI_PANEL_MINY) { + dy= -UI_PANEL_MINY+sizey; + } + panel->sizey = sizey-dy; + + panel->ofsy= ofsy+dy; + } + else { + panel->ofsx = ofsx+dx; + panel->ofsy = ofsy+dy; + check_panel_overlap(curarea, panel); + + if(align) uiAlignPanelStep(curarea, 0.2); + } + /* warn: this re-allocs blocks! */ scrarea_do_windraw(curarea); ui_redraw_select_panel(curarea); @@ -1568,6 +1619,11 @@ static void ui_drag_panel(uiBlock *block) if(align==0) addqueue(block->win, REDRAW, 1); else ui_animate_panels(curarea); + + /* exception handling, 3d window preview panel */ + if(block->drawextra==BIF_view3d_previewdraw) + BIF_view3d_previewrender_signal(curarea, PR_DISPRECT); + } @@ -1608,7 +1664,7 @@ static void ui_panel_untab(uiBlock *block) pa= pa->next; } - ui_drag_panel(block); + ui_drag_panel(block, 0); break; } @@ -1782,16 +1838,25 @@ void ui_do_panel(uiBlock *block, uiEvent *uevent) } else if(block->panel->flag & PNL_CLOSED) { - ui_drag_panel(block); + ui_drag_panel(block, 0); } /* check if clicked in tabbed area */ else if(uevent->mval[0] < block->maxx-PNL_ICON-3 && panel_has_tabs(block->panel)) { panel_clicked_tabs(block, uevent->mval[0]); } else { - ui_drag_panel(block); + ui_drag_panel(block, 0); } } } +/* panel with scaling widget */ +void ui_scale_panel(uiBlock *block) +{ + if(block->panel->flag & PNL_CLOSED) + return; + + ui_drag_panel(block, 1); +} + |