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/creator
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/creator')
-rw-r--r--source/creator/SConscript1
-rw-r--r--source/creator/creator.c26
2 files changed, 12 insertions, 15 deletions
diff --git a/source/creator/SConscript b/source/creator/SConscript
index 11e2c835be3..412bb82e854 100644
--- a/source/creator/SConscript
+++ b/source/creator/SConscript
@@ -12,7 +12,6 @@ creator_env.Append (CPPPATH = ['#/intern/guardedalloc',
'../blender/include',
'../blender/blenloader',
'../blender/imbuf',
- '../blender/renderconverter',
'../blender/render/extern/include',
'../blender/python',
'../blender/makesdna',
diff --git a/source/creator/creator.c b/source/creator/creator.c
index 141b55f4acb..3a47fbaa5e9 100644
--- a/source/creator/creator.c
+++ b/source/creator/creator.c
@@ -43,6 +43,7 @@
#include "GEN_messaging.h"
#include "DNA_ID.h"
+#include "DNA_scene_types.h"
#include "BLI_blenlib.h"
@@ -51,6 +52,7 @@
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_main.h"
+#include "BKE_material.h"
#include "BKE_packedFile.h"
#include "BKE_scene.h"
@@ -72,13 +74,12 @@
#include "IMB_imbuf.h" // for quicktime_init
-#include "RE_renderconverter.h"
-
#include "BPY_extern.h"
+#include "RE_pipeline.h"
+
#include "playanim_ext.h"
#include "mydevice.h"
-#include "render.h"
#include "nla.h"
#include "datatoc.h"
@@ -350,8 +351,8 @@ int main(int argc, char **argv)
/* background render uses this font too */
BKE_font_register_builtin(datatoc_Bfont, datatoc_Bfont_size);
- /* init struct R, Osa, defmaterial, filters */
- RE_init_render_data();
+
+ init_def_material();
if(G.background==0) {
for(a=1; a<argc; a++) {
@@ -537,14 +538,14 @@ int main(int argc, char **argv)
case 'f':
a++;
if (G.scene && a < argc) {
- (G.scene->r.sfra) = atoi(argv[a]);
- (G.scene->r.efra) = (G.scene->r.sfra);
- RE_animrender(NULL);
+ Render *re= RE_NewRender("Render");
+ RE_BlenderAnim(re, G.scene, atoi(argv[a]), atoi(argv[a]));
}
break;
case 'a':
if (G.scene) {
- RE_animrender(NULL);
+ Render *re= RE_NewRender("Render");
+ RE_BlenderAnim(re, G.scene, G.scene->r.sfra, G.scene->r.efra);
}
break;
case 'S':
@@ -577,8 +578,8 @@ int main(int argc, char **argv)
}
}
- if(G.background)
- {
+ if(G.background) {
+ /* actually incorrect, but works for now (ton) */
exit_usiblender();
}
@@ -615,7 +616,4 @@ void setCallbacks(void)
BLI_setErrorCallBack(error_cb); /* */
BLI_setInterruptCallBack(blender_test_break);
- /* render module: execution flow, timers, cursors and display. */
- RE_set_getrenderdata_callback(RE_rotateBlenderScene);
- RE_set_freerenderdata_callback(RE_freeRotateBlenderScene);
}