From 042d612df219c8f6a29afa235537380f227b5684 Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Mon, 23 Jan 2006 22:05:47 +0000 Subject: 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! --- source/blender/yafray/intern/export_File.cpp | 11 +++-- source/blender/yafray/intern/export_Plugin.cpp | 60 +++++++++++++------------- source/blender/yafray/intern/yafray_Render.h | 5 ++- 3 files changed, 42 insertions(+), 34 deletions(-) (limited to 'source/blender/yafray') diff --git a/source/blender/yafray/intern/export_File.cpp b/source/blender/yafray/intern/export_File.cpp index 79e83704ee9..d9124c902c2 100755 --- a/source/blender/yafray/intern/export_File.cpp +++ b/source/blender/yafray/intern/export_File.cpp @@ -291,7 +291,7 @@ void yafrayFileRender_t::displayImage() // read data directly into buffer, picture is upside down for (unsigned short y=0;ynext, i++) { + LampRen* lamp = (LampRen *)go->lampren; + ostr.str(""); - LampRen* lamp = R.la[i]; if (lamp->type==LA_AREA) { writeAreaLamp(lamp, i, iview); continue; } diff --git a/source/blender/yafray/intern/export_Plugin.cpp b/source/blender/yafray/intern/export_Plugin.cpp index fc587bab2e0..26de34dd488 100644 --- a/source/blender/yafray/intern/export_Plugin.cpp +++ b/source/blender/yafray/intern/export_Plugin.cpp @@ -190,14 +190,14 @@ bool yafrayPluginRender_t::initExport() } // all buffers allocated in initrender.c - unsigned int *bpt=R.rectot, count=R.rectx*R.recty; - while (--count) bpt[count] = 0xff800000; - cout << "Image initialized" << endl; +// unsigned int *bpt=R.rectot, count=R.rectx*R.recty; +// while (--count) bpt[count] = 0xff800000; +// cout << "Image initialized" << endl; - int *zbuf=R.rectz; - count = R.rectx*R.recty; - while (--count) zbuf[count] = 0x7fffffff; - cout << "Zbuffer initialized" << endl; +// int *zbuf=R.rectz; +// count = R.rectx*R.recty; +// while (--count) zbuf[count] = 0x7fffffff; +// cout << "Zbuffer initialized" << endl; // no need to fill ftot @@ -275,7 +275,7 @@ void yafrayPluginRender_t::displayImage() // maybe it is best to just do a read here, for now the yafray output is always a raw tga anyway // rectot already freed in initrender - R.rectot = (unsigned int *)MEM_callocN(sizeof(int)*R.rectx*R.recty, "rectot"); +// R.rectot = (unsigned int *)MEM_callocN(sizeof(int)*R.rectx*R.recty, "rectot"); FILE* fp = fopen(imgout.c_str(), "rb"); if (fp==NULL) { @@ -294,7 +294,7 @@ void yafrayPluginRender_t::displayImage() // read data directly into buffer, picture is upside down for (unsigned short y=0;ynext, i++) { + LampRen* lamp = (LampRen *)go->lampren; + yafray::paramMap_t params; string type=""; - LampRen* lamp = R.la[i]; if (lamp->type==LA_AREA) { writeAreaLamp(lamp, i, iview); continue; } @@ -1905,13 +1909,11 @@ bool yafrayPluginRender_t::writeWorld() return true; } -#include "RE_callbacks.h" - bool blenderYafrayOutput_t::putPixel(int x, int y, const yafray::color_t &c, yafray::CFLOAT alpha, yafray::PFLOAT depth) { unsigned int px = ((R.recty-1)-y)*R.rectx; - unsigned char* bpt = (unsigned char*)R.rectot + (px<<2); + unsigned char* bpt = NULL; //(unsigned char*)R.rectot + (px<<2); int x4 = x<<2; int temp = (int)(c.R*255.f+0.5f); if (temp>255) temp=255; @@ -1927,29 +1929,29 @@ bool blenderYafrayOutput_t::putPixel(int x, int y, const yafray::color_t &c, bpt[x4+3] = temp; // float buffer - if ((R.r.mode & R_FBUF) && R.rectftot) { - float* fpt = R.rectftot + (px<<2); - fpt[x4] = c.R; - fpt[x4+1] = c.G; - fpt[x4+2] = c.B; - fpt[x4+3] = alpha; - } +// if ((R.r.mode & R_FBUF) && R.rectftot) { +// float* fpt = R.rectftot + (px<<2); +// fpt[x4] = c.R; +// fpt[x4+1] = c.G; +// fpt[x4+2] = c.B; +// fpt[x4+3] = alpha; +// } // depth values - int* zbuf = R.rectz + px; - depth -= R.near; - float mz = R.far - R.near; - if (depth<0) depth=0; else if (depth>mz) depth=mz; - if (mz!=0.f) mz = 2147483647.f/mz; - zbuf[x] = (int)(depth*mz); +// int* zbuf = R.rectz + px; +// depth -= R.clipsta; +// float mz = R.clipend - R.clipsta; +// if (depth<0) depth=0; else if (depth>mz) depth=mz; +// if (mz!=0.f) mz = 2147483647.f/mz; +// zbuf[x] = (int)(depth*mz); out++; if (out==4096) { - RE_local_render_display(0, R.recty-1, R.rectx, R.recty, R.rectot); + R.display_draw(R.result, NULL); out = 0; } - if (RE_local_test_break()) return false; + if (R.test_break()) return false; return true; } diff --git a/source/blender/yafray/intern/yafray_Render.h b/source/blender/yafray/intern/yafray_Render.h index e1a63e90bb7..a50954d2ed4 100644 --- a/source/blender/yafray/intern/yafray_Render.h +++ b/source/blender/yafray/intern/yafray_Render.h @@ -9,6 +9,7 @@ extern "C" { #include "IMB_imbuf_types.h" #include "DNA_camera_types.h" +#include "DNA_group_types.h" #include "DNA_image_types.h" #include "DNA_lamp_types.h" #include "DNA_material_types.h" @@ -22,8 +23,10 @@ extern "C" { #include "BKE_global.h" #include "BKE_image.h" -#include "render.h" +#include "render_types.h" +extern struct Render R; /* only to get it compile for now */ + /* useful matrix & vector operations */ #include "MTC_matrixops.h" #include "MTC_vectorops.h" -- cgit v1.2.3