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!
2006-01-23 22:05:47 +00:00
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/**
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <math.h>
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#include <limits.h>
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#include <string.h>
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#include <stdlib.h>
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#include "DNA_group_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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2006-01-24 21:50:23 +00:00
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#include "BKE_node.h"
|
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!
2006-01-23 22:05:47 +00:00
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#include "BKE_scene.h"
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#include "BKE_writeavi.h" /* <------ should be replaced once with generic movie module */
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#include "MEM_guardedalloc.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
|
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
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#include "BLI_threads.h"
|
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!
2006-01-23 22:05:47 +00:00
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#include "PIL_time.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "RE_pipeline.h"
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#include "radio.h"
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#include "BSE_sequence.h" /* <----------------- bad!!! */
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/* internal */
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#include "render_types.h"
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#include "renderpipeline.h"
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#include "renderdatabase.h"
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#include "rendercore.h"
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#include "envmap.h"
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#include "initrender.h"
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#include "shadbuf.h"
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#include "zbuf.h"
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#include "SDL_thread.h"
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2006-01-28 10:30:16 +00:00
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#include "SDL_mutex.h"
|
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!
2006-01-23 22:05:47 +00:00
|
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|
|
/* render flow
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|
1) Initialize state
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- state data, tables
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- movie/image file init
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- everything that doesn't change during animation
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2) Initialize data
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- camera, world, matrices
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- make render verts, faces, halos, strands
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- everything can change per frame/field
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3) Render Processor
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- multiple layers
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- tiles, rect, baking
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- layers/tiles optionally to disk or directly in Render Result
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4) Composit Render Result
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- also read external files etc
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5) Image Files
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- save file or append in movie
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*/
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/* ********* globals ******** */
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/* here we store all renders */
|
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static struct ListBase RenderList= {NULL, NULL};
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/* hardcopy of current render, used while rendering for speed */
|
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Render R;
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|
|
/* ********* alloc and free ******** */
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|
2006-01-30 11:09:50 +00:00
|
|
|
static SDL_mutex *malloc_lock= NULL;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
void *RE_mallocN(int len, char *name)
|
|
|
|
|
{
|
|
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|
|
void *mem;
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|
|
if(malloc_lock) SDL_mutexP(malloc_lock);
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|
mem= MEM_mallocN(len, name);
|
|
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|
|
if(malloc_lock) SDL_mutexV(malloc_lock);
|
|
|
|
|
return mem;
|
|
|
|
|
}
|
|
|
|
|
void *RE_callocN(int len, char *name)
|
|
|
|
|
{
|
|
|
|
|
void *mem;
|
|
|
|
|
if(malloc_lock) SDL_mutexP(malloc_lock);
|
|
|
|
|
mem= MEM_callocN(len, name);
|
|
|
|
|
if(malloc_lock) SDL_mutexV(malloc_lock);
|
|
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|
|
return mem;
|
|
|
|
|
}
|
|
|
|
|
void RE_freeN(void *poin)
|
|
|
|
|
{
|
|
|
|
|
if(malloc_lock) SDL_mutexP(malloc_lock);
|
|
|
|
|
MEM_freeN(poin);
|
|
|
|
|
if(malloc_lock) SDL_mutexV(malloc_lock);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ********************** */
|
|
|
|
|
|
2006-02-02 17:54:22 +00:00
|
|
|
static int g_break= 0;
|
|
|
|
|
static int thread_break(void)
|
|
|
|
|
{
|
|
|
|
|
return g_break;
|
|
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
/* default callbacks, set in each new render */
|
|
|
|
|
static void result_nothing(RenderResult *rr) {}
|
|
|
|
|
static void result_rcti_nothing(RenderResult *rr, rcti *rect) {}
|
|
|
|
|
static void stats_nothing(RenderStats *rs) {}
|
|
|
|
|
static void int_nothing(int val) {}
|
|
|
|
|
static int void_nothing(void) {return 0;}
|
|
|
|
|
static void print_error(const char *str) {printf("ERROR: %s\n", str);}
|
|
|
|
|
|
|
|
|
|
static void free_render_result(RenderResult *res)
|
|
|
|
|
{
|
|
|
|
|
if(res==NULL) return;
|
|
|
|
|
|
|
|
|
|
while(res->layers.first) {
|
|
|
|
|
RenderLayer *rl= res->layers.first;
|
2006-02-02 17:54:22 +00:00
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
if(rl->rectf) RE_freeN(rl->rectf);
|
2006-02-02 17:54:22 +00:00
|
|
|
while(rl->passes.first) {
|
|
|
|
|
RenderPass *rpass= rl->passes.first;
|
|
|
|
|
RE_freeN(rpass->rect);
|
|
|
|
|
BLI_remlink(&rl->passes, rpass);
|
|
|
|
|
RE_freeN(rpass);
|
|
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
BLI_remlink(&res->layers, rl);
|
|
|
|
|
RE_freeN(rl);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(res->rect32)
|
2006-01-28 10:30:16 +00:00
|
|
|
RE_freeN(res->rect32);
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
if(res->rectz)
|
2006-01-28 10:30:16 +00:00
|
|
|
RE_freeN(res->rectz);
|
2006-01-24 21:50:23 +00:00
|
|
|
if(res->rectf)
|
2006-01-28 10:30:16 +00:00
|
|
|
RE_freeN(res->rectf);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
RE_freeN(res);
|
|
|
|
|
}
|
|
|
|
|
|
2006-02-02 17:54:22 +00:00
|
|
|
static void render_layer_add_pass(RenderLayer *rl, int rectsize, int passtype, char *mallocstr)
|
|
|
|
|
{
|
|
|
|
|
RenderPass *rpass= MEM_mallocN(sizeof(RenderPass), mallocstr);
|
|
|
|
|
|
|
|
|
|
BLI_addtail(&rl->passes, rpass);
|
|
|
|
|
rpass->passtype= passtype;
|
|
|
|
|
rpass->rect= MEM_callocN(sizeof(float)*rectsize, mallocstr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float *RE_RenderLayerGetPass(RenderLayer *rl, int passtype)
|
|
|
|
|
{
|
|
|
|
|
RenderPass *rpass;
|
|
|
|
|
|
|
|
|
|
for(rpass=rl->passes.first; rpass; rpass= rpass->next)
|
|
|
|
|
if(rpass->passtype== passtype)
|
|
|
|
|
return rpass->rect;
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* called by main render as well for parts */
|
|
|
|
|
/* will read info from Render *re to define layers */
|
|
|
|
|
/* called in threads */
|
|
|
|
|
/* winrct is coordinate rect of entire image, partrct the part within */
|
|
|
|
|
static RenderResult *new_render_result(Render *re, rcti *partrct, int crop)
|
|
|
|
|
{
|
|
|
|
|
RenderResult *rr;
|
|
|
|
|
RenderLayer *rl;
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
SceneRenderLayer *srl;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
int rectx, recty;
|
|
|
|
|
|
|
|
|
|
rectx= partrct->xmax - partrct->xmin;
|
|
|
|
|
recty= partrct->ymax - partrct->ymin;
|
|
|
|
|
|
|
|
|
|
if(rectx<=0 || recty<=0)
|
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
|
|
rr= RE_callocN(sizeof(RenderResult), "new render result");
|
|
|
|
|
rr->rectx= rectx;
|
|
|
|
|
rr->recty= recty;
|
|
|
|
|
/* crop is one or two extra pixels rendered for filtering, is used for merging and display too */
|
|
|
|
|
rr->crop= crop;
|
|
|
|
|
|
|
|
|
|
/* tilerect is relative coordinates within render disprect. do not subtract crop yet */
|
|
|
|
|
rr->tilerect.xmin= partrct->xmin - re->disprect.xmin;
|
|
|
|
|
rr->tilerect.xmax= partrct->xmax - re->disprect.xmax;
|
|
|
|
|
rr->tilerect.ymin= partrct->ymin - re->disprect.ymin;
|
|
|
|
|
rr->tilerect.ymax= partrct->ymax - re->disprect.ymax;
|
|
|
|
|
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
/* check renderdata for amount of layers */
|
|
|
|
|
for(srl= re->r.layers.first; srl; srl= srl->next) {
|
|
|
|
|
rl= RE_callocN(sizeof(RenderLayer), "new render layer");
|
|
|
|
|
BLI_addtail(&rr->layers, rl);
|
|
|
|
|
|
|
|
|
|
strcpy(rl->name, srl->name);
|
|
|
|
|
rl->lay= srl->lay;
|
|
|
|
|
rl->layflag= srl->layflag;
|
|
|
|
|
rl->passflag= srl->passflag;
|
|
|
|
|
|
|
|
|
|
rl->rectf= RE_callocN(rectx*recty*sizeof(float)*4, "layer float rgba");
|
2006-02-02 17:54:22 +00:00
|
|
|
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
if(srl->passflag & SCE_PASS_Z)
|
2006-02-02 17:54:22 +00:00
|
|
|
render_layer_add_pass(rl, rectx*recty, SCE_PASS_Z, "Layer float Z");
|
2006-01-31 21:49:05 +00:00
|
|
|
if(srl->passflag & SCE_PASS_VECTOR)
|
2006-02-02 17:54:22 +00:00
|
|
|
render_layer_add_pass(rl, rectx*recty*2, SCE_PASS_VECTOR, "layer float Vector");
|
|
|
|
|
if(srl->passflag & SCE_PASS_NORMAL)
|
|
|
|
|
render_layer_add_pass(rl, rectx*recty*3, SCE_PASS_NORMAL, "layer float Normal");
|
|
|
|
|
if(srl->passflag & SCE_PASS_RGBA)
|
|
|
|
|
render_layer_add_pass(rl, rectx*recty*4, SCE_PASS_RGBA, "layer float Color");
|
|
|
|
|
if(srl->passflag & SCE_PASS_DIFFUSE)
|
|
|
|
|
render_layer_add_pass(rl, rectx*recty*3, SCE_PASS_DIFFUSE, "layer float Diffuse");
|
|
|
|
|
if(srl->passflag & SCE_PASS_SPEC)
|
|
|
|
|
render_layer_add_pass(rl, rectx*recty*3, SCE_PASS_SPEC, "layer float Spec");
|
|
|
|
|
if(srl->passflag & SCE_PASS_SHADOW)
|
|
|
|
|
render_layer_add_pass(rl, rectx*recty*3, SCE_PASS_SHADOW, "layer float Shadow");
|
|
|
|
|
if(srl->passflag & SCE_PASS_AO)
|
|
|
|
|
render_layer_add_pass(rl, rectx*recty*3, SCE_PASS_AO, "layer float AO");
|
|
|
|
|
if(srl->passflag & SCE_PASS_RAY)
|
|
|
|
|
render_layer_add_pass(rl, rectx*recty*3, SCE_PASS_RAY, "layer float Mirror");
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
|
|
|
|
|
}
|
|
|
|
|
/* previewrender and envmap don't do layers, so we make a default one */
|
|
|
|
|
if(rr->layers.first==NULL) {
|
|
|
|
|
rl= RE_callocN(sizeof(RenderLayer), "new render layer");
|
|
|
|
|
BLI_addtail(&rr->layers, rl);
|
|
|
|
|
|
2006-01-28 10:30:16 +00:00
|
|
|
rl->rectf= RE_callocN(rectx*recty*sizeof(float)*4, "prev/env float rgba");
|
2006-01-28 08:27:29 +00:00
|
|
|
|
|
|
|
|
/* note, this has to be in sync with scene.c */
|
|
|
|
|
rl->lay= (1<<20) -1;
|
|
|
|
|
rl->layflag= 0x7FFF; /* solid ztra halo strand */
|
2006-02-02 17:54:22 +00:00
|
|
|
rl->passflag= SCE_PASS_COMBINED;
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
return rr;
|
|
|
|
|
}
|
|
|
|
|
|
2006-01-31 21:49:05 +00:00
|
|
|
static int render_result_needs_vector(RenderResult *rr)
|
|
|
|
|
{
|
|
|
|
|
RenderLayer *rl;
|
|
|
|
|
|
|
|
|
|
for(rl= rr->layers.first; rl; rl= rl->next)
|
|
|
|
|
if(rl->passflag & SCE_PASS_VECTOR)
|
|
|
|
|
return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void do_merge_tile(RenderResult *rr, RenderResult *rrpart, float *target, float *tile, int pixsize)
|
|
|
|
|
{
|
|
|
|
|
int y, ofs, copylen, tilex, tiley;
|
|
|
|
|
|
|
|
|
|
copylen= tilex= rrpart->rectx;
|
|
|
|
|
tiley= rrpart->recty;
|
|
|
|
|
|
|
|
|
|
if(rrpart->crop) { /* filters add pixel extra */
|
|
|
|
|
tile+= pixsize*(rrpart->crop + rrpart->crop*tilex);
|
|
|
|
|
|
|
|
|
|
copylen= tilex - 2*rrpart->crop;
|
|
|
|
|
tiley -= 2*rrpart->crop;
|
|
|
|
|
|
|
|
|
|
ofs= (rrpart->tilerect.ymin + rrpart->crop)*rr->rectx + (rrpart->tilerect.xmin+rrpart->crop);
|
|
|
|
|
target+= pixsize*ofs;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
ofs= (rrpart->tilerect.ymin*rr->rectx + rrpart->tilerect.xmin);
|
|
|
|
|
target+= pixsize*ofs;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
copylen *= sizeof(float)*pixsize;
|
|
|
|
|
tilex *= pixsize;
|
|
|
|
|
ofs= pixsize*rr->rectx;
|
|
|
|
|
|
|
|
|
|
for(y=0; y<tiley; y++) {
|
|
|
|
|
memcpy(target, tile, copylen);
|
|
|
|
|
target+= ofs;
|
|
|
|
|
tile+= tilex;
|
|
|
|
|
}
|
|
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
/* used when rendering to a full buffer, or when reading the exr part-layer-pass file */
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
/* no test happens here if it fits... we also assume layers are in sync */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* is used within threads */
|
|
|
|
|
static void merge_render_result(RenderResult *rr, RenderResult *rrpart)
|
|
|
|
|
{
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
RenderLayer *rl, *rlp;
|
2006-02-02 17:54:22 +00:00
|
|
|
RenderPass *rpass, *rpassp;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
for(rl= rr->layers.first, rlp= rrpart->layers.first; rl && rlp; rl= rl->next, rlp= rlp->next) {
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2006-01-31 21:49:05 +00:00
|
|
|
/* combined */
|
|
|
|
|
if(rl->rectf && rlp->rectf)
|
|
|
|
|
do_merge_tile(rr, rrpart, rl->rectf, rlp->rectf, 4);
|
2006-02-02 17:54:22 +00:00
|
|
|
|
|
|
|
|
/* passes are allocated in sync */
|
|
|
|
|
for(rpass= rl->passes.first, rpassp= rlp->passes.first; rpass && rpassp; rpass= rpass->next, rpassp= rpassp->next) {
|
|
|
|
|
switch(rpass->passtype) {
|
|
|
|
|
case SCE_PASS_Z:
|
|
|
|
|
do_merge_tile(rr, rrpart, rpass->rect, rpassp->rect, 1);
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_VECTOR:
|
|
|
|
|
do_merge_tile(rr, rrpart, rpass->rect, rpassp->rect, 2);
|
|
|
|
|
break;
|
|
|
|
|
case SCE_PASS_RGBA:
|
|
|
|
|
do_merge_tile(rr, rrpart, rpass->rect, rpassp->rect, 4);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
do_merge_tile(rr, rrpart, rpass->rect, rpassp->rect, 3);
|
|
|
|
|
}
|
|
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* *************************************************** */
|
|
|
|
|
|
|
|
|
|
Render *RE_GetRender(const char *name)
|
|
|
|
|
{
|
|
|
|
|
Render *re;
|
|
|
|
|
|
|
|
|
|
/* search for existing renders */
|
|
|
|
|
for(re= RenderList.first; re; re= re->next) {
|
|
|
|
|
if(strncmp(re->name, name, RE_MAXNAME)==0) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return re;
|
|
|
|
|
}
|
|
|
|
|
|
2006-01-24 21:50:23 +00:00
|
|
|
/* if you want to know exactly what has been done */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
RenderResult *RE_GetResult(Render *re)
|
|
|
|
|
{
|
|
|
|
|
if(re)
|
|
|
|
|
return re->result;
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
2006-01-24 21:50:23 +00:00
|
|
|
/* fill provided result struct with what's currently active or done */
|
|
|
|
|
void RE_GetResultImage(Render *re, RenderResult *rr)
|
|
|
|
|
{
|
2006-01-31 21:49:05 +00:00
|
|
|
memset(rr, 0, sizeof(RenderResult));
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
|
2006-01-24 21:50:23 +00:00
|
|
|
if(re && re->result) {
|
|
|
|
|
RenderLayer *rl;
|
|
|
|
|
|
|
|
|
|
rr->rectx= re->result->rectx;
|
|
|
|
|
rr->recty= re->result->recty;
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
|
2006-01-24 21:50:23 +00:00
|
|
|
rr->rectf= re->result->rectf;
|
|
|
|
|
rr->rectz= re->result->rectz;
|
|
|
|
|
rr->rect32= re->result->rect32;
|
|
|
|
|
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
/* active layer */
|
|
|
|
|
rl= BLI_findlink(&re->result->layers, re->r.actlay);
|
|
|
|
|
if(rl) {
|
|
|
|
|
if(rr->rectf==NULL)
|
|
|
|
|
rr->rectf= rl->rectf;
|
|
|
|
|
if(rr->rectz==NULL)
|
2006-02-02 17:54:22 +00:00
|
|
|
rr->rectz= RE_RenderLayerGetPass(rl, SCE_PASS_Z);
|
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
|
|
|
}
|
2006-01-24 21:50:23 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
|
|
|
|
|
/* caller is responsible for allocating rect in correct size! */
|
|
|
|
|
void RE_ResultGet32(Render *re, unsigned int *rect)
|
|
|
|
|
{
|
|
|
|
|
RenderResult rres;
|
|
|
|
|
|
|
|
|
|
RE_GetResultImage(re, &rres);
|
|
|
|
|
if(rres.rect32)
|
|
|
|
|
memcpy(rect, rres.rect32, sizeof(int)*rres.rectx*rres.recty);
|
|
|
|
|
else if(rres.rectf) {
|
|
|
|
|
float *fp= rres.rectf;
|
|
|
|
|
int tot= rres.rectx*rres.recty;
|
|
|
|
|
char *cp= (char *)rect;
|
|
|
|
|
|
|
|
|
|
for(;tot>0; tot--, cp+=4, fp+=4) {
|
|
|
|
|
cp[0] = FTOCHAR(fp[0]);
|
|
|
|
|
cp[1] = FTOCHAR(fp[1]);
|
|
|
|
|
cp[2] = FTOCHAR(fp[2]);
|
|
|
|
|
cp[3] = FTOCHAR(fp[3]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
/* else fill with black */
|
2006-01-31 21:49:05 +00:00
|
|
|
memset(rect, 0, sizeof(int)*re->rectx*re->recty);
|
2006-01-24 21:50:23 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
RenderStats *RE_GetStats(Render *re)
|
|
|
|
|
{
|
|
|
|
|
return &re->i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Render *RE_NewRender(const char *name)
|
|
|
|
|
{
|
|
|
|
|
Render *re;
|
|
|
|
|
|
|
|
|
|
/* only one render per name exists */
|
|
|
|
|
re= RE_GetRender(name);
|
|
|
|
|
if(re) {
|
|
|
|
|
BLI_remlink(&RenderList, re);
|
|
|
|
|
RE_FreeRender(re);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* new render data struct */
|
|
|
|
|
re= RE_callocN(sizeof(Render), "new render");
|
|
|
|
|
BLI_addtail(&RenderList, re);
|
|
|
|
|
strncpy(re->name, name, RE_MAXNAME);
|
|
|
|
|
|
|
|
|
|
/* set default empty callbacks */
|
|
|
|
|
re->display_init= result_nothing;
|
|
|
|
|
re->display_clear= result_nothing;
|
|
|
|
|
re->display_draw= result_rcti_nothing;
|
|
|
|
|
re->timecursor= int_nothing;
|
|
|
|
|
re->test_break= void_nothing;
|
|
|
|
|
re->test_return= void_nothing;
|
|
|
|
|
re->error= print_error;
|
|
|
|
|
re->stats_draw= stats_nothing;
|
|
|
|
|
|
|
|
|
|
/* init some variables */
|
|
|
|
|
re->ycor= 1.0f;
|
|
|
|
|
|
|
|
|
|
return re;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* only call this while you know it will remove the link too */
|
|
|
|
|
void RE_FreeRender(Render *re)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
free_renderdata_tables(re);
|
|
|
|
|
free_sample_tables(re);
|
|
|
|
|
|
|
|
|
|
free_render_result(re->result);
|
|
|
|
|
|
|
|
|
|
BLI_remlink(&RenderList, re);
|
|
|
|
|
RE_freeN(re);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* exit blender */
|
|
|
|
|
void RE_FreeAllRender(void)
|
|
|
|
|
{
|
|
|
|
|
while(RenderList.first) {
|
|
|
|
|
RE_FreeRender(RenderList.first);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ********* initialize state ******** */
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* what doesn't change during entire render sequence */
|
|
|
|
|
/* disprect is optional, if NULL it assumes full window render */
|
|
|
|
|
void RE_InitState(Render *re, RenderData *rd, int winx, int winy, rcti *disprect)
|
|
|
|
|
{
|
|
|
|
|
re->ok= TRUE; /* maybe flag */
|
|
|
|
|
|
|
|
|
|
re->i.starttime= PIL_check_seconds_timer();
|
|
|
|
|
re->r= *rd; /* hardcopy */
|
|
|
|
|
|
|
|
|
|
re->winx= winx;
|
|
|
|
|
re->winy= winy;
|
|
|
|
|
if(disprect) {
|
|
|
|
|
re->disprect= *disprect;
|
|
|
|
|
re->rectx= disprect->xmax-disprect->xmin;
|
|
|
|
|
re->recty= disprect->ymax-disprect->ymin;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
re->disprect.xmin= re->disprect.xmax= 0;
|
|
|
|
|
re->disprect.xmax= winx;
|
|
|
|
|
re->disprect.ymax= winy;
|
|
|
|
|
re->rectx= winx;
|
|
|
|
|
re->recty= winy;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(re->rectx < 2 || re->recty < 2) {
|
|
|
|
|
re->error("Image too small");
|
|
|
|
|
re->ok= 0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
/* check state variables, osa? */
|
|
|
|
|
if(re->r.mode & (R_OSA|R_MBLUR)) {
|
|
|
|
|
re->osa= re->r.osa;
|
|
|
|
|
if(re->osa>16) re->osa= 16;
|
|
|
|
|
}
|
|
|
|
|
else re->osa= 0;
|
|
|
|
|
|
|
|
|
|
/* always call, checks for gamma, gamma tables and jitter too */
|
|
|
|
|
make_sample_tables(re);
|
|
|
|
|
|
|
|
|
|
/* initialize render result */
|
|
|
|
|
free_render_result(re->result);
|
|
|
|
|
re->result= new_render_result(re, &re->disprect, 0);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RE_SetDispRect (struct Render *re, rcti *disprect)
|
|
|
|
|
{
|
|
|
|
|
re->disprect= *disprect;
|
|
|
|
|
re->rectx= disprect->xmax-disprect->xmin;
|
|
|
|
|
re->recty= disprect->ymax-disprect->ymin;
|
|
|
|
|
|
|
|
|
|
/* initialize render result */
|
|
|
|
|
free_render_result(re->result);
|
|
|
|
|
re->result= new_render_result(re, &re->disprect, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RE_SetWindow(Render *re, rctf *viewplane, float clipsta, float clipend)
|
|
|
|
|
{
|
|
|
|
|
/* re->ok flag? */
|
|
|
|
|
|
|
|
|
|
re->viewplane= *viewplane;
|
|
|
|
|
re->clipsta= clipsta;
|
|
|
|
|
re->clipend= clipend;
|
|
|
|
|
|
|
|
|
|
i_window(re->viewplane.xmin, re->viewplane.xmax, re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend, re->winmat);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RE_SetOrtho(Render *re, rctf *viewplane, float clipsta, float clipend)
|
|
|
|
|
{
|
|
|
|
|
/* re->ok flag? */
|
|
|
|
|
|
|
|
|
|
re->viewplane= *viewplane;
|
|
|
|
|
re->clipsta= clipsta;
|
|
|
|
|
re->clipend= clipend;
|
|
|
|
|
re->r.mode |= R_ORTHO;
|
|
|
|
|
|
|
|
|
|
i_ortho(re->viewplane.xmin, re->viewplane.xmax, re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend, re->winmat);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RE_SetView(Render *re, float mat[][4])
|
|
|
|
|
{
|
|
|
|
|
/* re->ok flag? */
|
|
|
|
|
Mat4CpyMat4(re->viewmat, mat);
|
|
|
|
|
Mat4Invert(re->viewinv, re->viewmat);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* image and movie output has to move to either imbuf or kernel */
|
|
|
|
|
|
|
|
|
|
void RE_display_init_cb(Render *re, void (*f)(RenderResult *rr))
|
|
|
|
|
{
|
|
|
|
|
re->display_init= f;
|
|
|
|
|
}
|
|
|
|
|
void RE_display_clear_cb(Render *re, void (*f)(RenderResult *rr))
|
|
|
|
|
{
|
|
|
|
|
re->display_clear= f;
|
|
|
|
|
}
|
|
|
|
|
void RE_display_draw_cb(Render *re, void (*f)(RenderResult *rr, rcti *rect))
|
|
|
|
|
{
|
|
|
|
|
re->display_draw= f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RE_stats_draw_cb(Render *re, void (*f)(RenderStats *rs))
|
|
|
|
|
{
|
|
|
|
|
re->stats_draw= f;
|
|
|
|
|
}
|
|
|
|
|
void RE_timecursor_cb(Render *re, void (*f)(int))
|
|
|
|
|
{
|
|
|
|
|
re->timecursor= f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RE_test_break_cb(Render *re, int (*f)(void))
|
|
|
|
|
{
|
|
|
|
|
re->test_break= f;
|
|
|
|
|
}
|
|
|
|
|
void RE_test_return_cb(Render *re, int (*f)(void))
|
|
|
|
|
{
|
|
|
|
|
re->test_return= f;
|
|
|
|
|
}
|
|
|
|
|
void RE_error_cb(Render *re, void (*f)(const char *str))
|
|
|
|
|
{
|
|
|
|
|
re->error= f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* ********* add object data (later) ******** */
|
|
|
|
|
|
|
|
|
|
/* object is considered fully prepared on correct time etc */
|
|
|
|
|
/* includes lights */
|
|
|
|
|
void RE_AddObject(Render *re, Object *ob)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
|
|
|
/* *************************************** */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
static int do_part_thread(void *pa_v)
|
|
|
|
|
{
|
|
|
|
|
RenderPart *pa= pa_v;
|
|
|
|
|
|
|
|
|
|
/* need to return nicely all parts on esc */
|
|
|
|
|
if(R.test_break()==0) {
|
|
|
|
|
|
|
|
|
|
pa->result= new_render_result(&R, &pa->disprect, pa->crop);
|
|
|
|
|
|
|
|
|
|
if(R.osa)
|
|
|
|
|
zbufshadeDA_tile(pa);
|
|
|
|
|
else
|
|
|
|
|
zbufshade_tile(pa);
|
2006-01-31 21:49:05 +00:00
|
|
|
|
|
|
|
|
/* merge too on break! */
|
|
|
|
|
merge_render_result(R.result, pa->result);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pa->ready= 1;
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* returns with render result filled, not threaded */
|
|
|
|
|
static void render_tile_processor(Render *re)
|
|
|
|
|
{
|
|
|
|
|
RenderPart *pa;
|
|
|
|
|
|
|
|
|
|
if(re->test_break())
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
re->i.lastframetime= PIL_check_seconds_timer()- re->i.starttime;
|
|
|
|
|
re->stats_draw(&re->i);
|
|
|
|
|
re->i.starttime= PIL_check_seconds_timer();
|
|
|
|
|
|
|
|
|
|
if(re->result==NULL)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
initparts(re);
|
|
|
|
|
|
|
|
|
|
/* assuming no new data gets added to dbase... */
|
|
|
|
|
R= *re;
|
|
|
|
|
|
|
|
|
|
for(pa= re->parts.first; pa; pa= pa->next) {
|
|
|
|
|
do_part_thread(pa);
|
|
|
|
|
|
|
|
|
|
if(pa->result) {
|
|
|
|
|
if(!re->test_break()) {
|
|
|
|
|
re->display_draw(pa->result, NULL);
|
|
|
|
|
re->i.partsdone++;
|
|
|
|
|
}
|
|
|
|
|
free_render_result(pa->result);
|
|
|
|
|
pa->result= NULL;
|
|
|
|
|
}
|
|
|
|
|
if(re->test_break())
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
re->i.lastframetime= PIL_check_seconds_timer()- re->i.starttime;
|
|
|
|
|
re->stats_draw(&re->i);
|
|
|
|
|
|
|
|
|
|
freeparts(re);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static RenderPart *find_nicest_part(Render *re)
|
|
|
|
|
{
|
|
|
|
|
RenderPart *pa, *best= NULL;
|
|
|
|
|
int centx=re->winx/2, centy=re->winy/2, tot=1;
|
|
|
|
|
int mindist, distx, disty;
|
|
|
|
|
|
|
|
|
|
/* find center of rendered parts, image center counts for 1 too */
|
|
|
|
|
for(pa= re->parts.first; pa; pa= pa->next) {
|
|
|
|
|
if(pa->ready) {
|
|
|
|
|
centx+= (pa->disprect.xmin+pa->disprect.xmax)/2;
|
|
|
|
|
centy+= (pa->disprect.ymin+pa->disprect.ymax)/2;
|
|
|
|
|
tot++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
centx/=tot;
|
|
|
|
|
centy/=tot;
|
|
|
|
|
|
|
|
|
|
/* closest of the non-rendering parts */
|
|
|
|
|
mindist= re->winx*re->winy;
|
|
|
|
|
for(pa= re->parts.first; pa; pa= pa->next) {
|
|
|
|
|
if(pa->ready==0 && pa->nr==0) {
|
|
|
|
|
distx= centx - (pa->disprect.xmin+pa->disprect.xmax)/2;
|
|
|
|
|
disty= centy - (pa->disprect.ymin+pa->disprect.ymax)/2;
|
|
|
|
|
distx= (int)sqrt(distx*distx + disty*disty);
|
|
|
|
|
if(distx<mindist) {
|
|
|
|
|
best= pa;
|
|
|
|
|
mindist= distx;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return best;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void threaded_tile_processor(Render *re)
|
|
|
|
|
{
|
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
|
|
|
ListBase threads;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
RenderPart *pa;
|
2006-01-31 21:49:05 +00:00
|
|
|
int maxthreads, rendering=1, counter= 1, hasdrawn, drawtimer=0;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
if(re->result==NULL)
|
|
|
|
|
return;
|
|
|
|
|
if(re->test_break())
|
|
|
|
|
return;
|
|
|
|
|
|
2006-01-31 21:49:05 +00:00
|
|
|
if(re->r.mode & R_THREADS) maxthreads= 2;
|
|
|
|
|
else maxthreads= 1;
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
initparts(re);
|
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
|
|
|
BLI_init_threads(&threads, do_part_thread, maxthreads);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
/* assuming no new data gets added to dbase... */
|
|
|
|
|
R= *re;
|
|
|
|
|
|
2006-02-02 17:54:22 +00:00
|
|
|
/* set threadsafety */
|
|
|
|
|
R.test_break= thread_break;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
malloc_lock = SDL_CreateMutex();
|
|
|
|
|
|
|
|
|
|
while(rendering) {
|
|
|
|
|
|
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
|
|
|
if(BLI_available_threads(&threads) && !re->test_break()) {
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
pa= find_nicest_part(re);
|
|
|
|
|
if(pa) {
|
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
|
|
|
pa->nr= counter++; /* for nicest part, and for stats */
|
|
|
|
|
pa->thread= BLI_available_thread_index(&threads); /* sample index */
|
|
|
|
|
BLI_insert_thread(&threads, pa);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
|
}
|
2006-01-31 21:49:05 +00:00
|
|
|
else {
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
PIL_sleep_ms(50);
|
2006-01-31 21:49:05 +00:00
|
|
|
drawtimer++;
|
|
|
|
|
}
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
/* check for ready ones to display, and if we need to continue */
|
2006-01-31 21:49:05 +00:00
|
|
|
hasdrawn= 0;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
rendering= 0;
|
|
|
|
|
for(pa= re->parts.first; pa; pa= pa->next) {
|
|
|
|
|
if(pa->ready) {
|
|
|
|
|
if(pa->result) {
|
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
|
|
|
BLI_remove_thread(&threads, pa);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
re->display_draw(pa->result, NULL);
|
|
|
|
|
free_render_result(pa->result);
|
|
|
|
|
pa->result= NULL;
|
|
|
|
|
re->i.partsdone++;
|
2006-01-31 21:49:05 +00:00
|
|
|
hasdrawn= 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
rendering= 1;
|
|
|
|
|
if(pa->nr && pa->result && drawtimer>20) {
|
|
|
|
|
re->display_draw(pa->result, &pa->result->renrect);
|
|
|
|
|
hasdrawn= 1;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2006-01-31 21:49:05 +00:00
|
|
|
if(hasdrawn)
|
|
|
|
|
drawtimer= 0;
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
/* on break, wait for all slots to get freed */
|
2006-02-02 17:54:22 +00:00
|
|
|
if( (g_break=re->test_break()) && BLI_available_threads(&threads)==maxthreads)
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
rendering= 0;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2006-02-02 17:54:22 +00:00
|
|
|
/* restore threadsafety */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
if(malloc_lock) SDL_DestroyMutex(malloc_lock); malloc_lock= NULL;
|
2006-02-02 17:54:22 +00:00
|
|
|
g_break= 0;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
|
|
|
BLI_end_threads(&threads);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
freeparts(re);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RE_TileProcessor(Render *re)
|
|
|
|
|
{
|
2006-01-31 23:25:53 +00:00
|
|
|
if(0)
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
threaded_tile_processor(re);
|
|
|
|
|
else
|
|
|
|
|
render_tile_processor(re);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* ************ This part uses API, for rendering Blender scenes ********** */
|
|
|
|
|
|
|
|
|
|
void render_one_frame(Render *re)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
// re->cfra= cfra; /* <- unused! */
|
|
|
|
|
|
|
|
|
|
/* make render verts/faces/halos/lamps */
|
2006-01-31 21:49:05 +00:00
|
|
|
if(render_result_needs_vector(re->result))
|
|
|
|
|
RE_Database_FromScene_Vectors(re, re->scene);
|
|
|
|
|
else
|
|
|
|
|
RE_Database_FromScene(re, re->scene, 1);
|
|
|
|
|
|
2006-01-31 23:25:53 +00:00
|
|
|
threaded_tile_processor(re);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
/* free all render verts etc */
|
|
|
|
|
RE_Database_Free(re);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* accumulates osa frames */
|
|
|
|
|
static void do_render_blurred(Render *re, float frame)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* interleaves 2 frames */
|
|
|
|
|
static void do_render_fields(Render *re)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void do_render_final(Render *re, Scene *scene)
|
|
|
|
|
{
|
2006-01-25 16:47:20 +00:00
|
|
|
/* we set start time here, for main Blender loops */
|
|
|
|
|
re->i.starttime= PIL_check_seconds_timer();
|
|
|
|
|
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
if(re->r.scemode & R_DOSEQ) {
|
|
|
|
|
re->result->rect32= MEM_callocN(sizeof(int)*re->rectx*re->recty, "rectot");
|
|
|
|
|
if(!re->test_break())
|
|
|
|
|
do_render_seq(re->result);
|
|
|
|
|
}
|
|
|
|
|
else {
|
2006-01-24 21:50:23 +00:00
|
|
|
/* first check if theres nodetree with render result */
|
|
|
|
|
int do_render= ntreeCompositNeedsRender(scene->nodetree);
|
|
|
|
|
/* but.. do we use nodes? */
|
2006-01-28 15:21:04 +00:00
|
|
|
if(scene->use_nodes==0) do_render= 1;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
re->scene= scene;
|
|
|
|
|
|
2006-01-24 21:50:23 +00:00
|
|
|
if(do_render) {
|
|
|
|
|
/* now use renderdata and camera to set viewplane */
|
|
|
|
|
RE_SetCamera(re, re->scene->camera);
|
|
|
|
|
|
|
|
|
|
if(re->r.mode & R_FIELDS)
|
|
|
|
|
do_render_fields(re);
|
|
|
|
|
else if(re->r.mode & R_MBLUR)
|
|
|
|
|
do_render_blurred(re, re->scene->r.cfra);
|
|
|
|
|
else
|
|
|
|
|
render_one_frame(re);
|
|
|
|
|
}
|
2006-01-28 15:21:04 +00:00
|
|
|
|
|
|
|
|
ntreeCompositTagRender(scene->nodetree);
|
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
2006-01-29 11:36:33 +00:00
|
|
|
ntreeCompositTagAnimated(scene->nodetree);
|
2006-01-28 15:21:04 +00:00
|
|
|
|
2006-01-24 21:50:23 +00:00
|
|
|
if(re->r.scemode & R_DOCOMP)
|
|
|
|
|
ntreeCompositExecTree(scene->nodetree, &re->r, 0);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
re->i.lastframetime= PIL_check_seconds_timer()- re->i.starttime;
|
|
|
|
|
re->stats_draw(&re->i);
|
|
|
|
|
|
|
|
|
|
re->display_draw(re->result, NULL);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static int is_rendering_allowed(Render *re)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
/* forbidden combinations */
|
|
|
|
|
if(re->r.mode & R_PANORAMA) {
|
|
|
|
|
if(re->r.mode & R_BORDER) {
|
|
|
|
|
re->error("No border supported for Panorama");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
if(re->r.yparts>1) {
|
|
|
|
|
re->error("No Y-Parts supported for Panorama");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
if(re->r.mode & R_ORTHO) {
|
|
|
|
|
re->error("No Ortho render possible for Panorama");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(re->r.mode & R_BORDER) {
|
|
|
|
|
if(re->r.border.xmax <= re->r.border.xmin ||
|
|
|
|
|
re->r.border.ymax <= re->r.border.ymin) {
|
|
|
|
|
re->error("No border area selected.");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(re->r.xparts*re->r.yparts>=2 && (re->r.mode & R_MOVIECROP) && (re->r.mode & R_BORDER)) {
|
|
|
|
|
re->error("Combination of border, crop and parts not allowed");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(re->r.xparts*re->r.yparts>64) {
|
|
|
|
|
re->error("No more than 64 parts supported");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(re->r.yparts>1 && (re->r.mode & R_PANORAMA)) {
|
|
|
|
|
re->error("No Y-Parts supported for Panorama");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* check valid camera */
|
|
|
|
|
if(re->scene->camera==NULL)
|
|
|
|
|
re->scene->camera= scene_find_camera(re->scene);
|
|
|
|
|
if(re->scene->camera==NULL) {
|
|
|
|
|
re->error("No camera");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* evaluating scene options for general Blender render */
|
|
|
|
|
static int render_initialize_from_scene(Render *re, Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
int winx, winy;
|
|
|
|
|
rcti disprect;
|
|
|
|
|
|
|
|
|
|
/* r.xsch and r.ysch has the actual view window size
|
|
|
|
|
r.border is the clipping rect */
|
|
|
|
|
|
|
|
|
|
/* calculate actual render result and display size */
|
|
|
|
|
winx= (scene->r.size*scene->r.xsch)/100;
|
|
|
|
|
winy= (scene->r.size*scene->r.ysch)/100;
|
|
|
|
|
// if(scene->r.mode & R_PANORAMA)
|
|
|
|
|
// winx*= scene->r.xparts;
|
|
|
|
|
|
|
|
|
|
/* only in movie case we render smaller part */
|
|
|
|
|
if(scene->r.mode & R_BORDER) {
|
|
|
|
|
disprect.xmin= scene->r.border.xmin*winx;
|
|
|
|
|
disprect.xmax= scene->r.border.xmax*winx;
|
|
|
|
|
|
|
|
|
|
disprect.ymin= scene->r.border.ymin*winy;
|
|
|
|
|
disprect.ymax= scene->r.border.ymax*winy;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
disprect.xmin= disprect.ymin= 0;
|
|
|
|
|
disprect.xmax= winx;
|
|
|
|
|
disprect.ymax= winy;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
RE_InitState(re, &scene->r, winx, winy, &disprect);
|
|
|
|
|
|
|
|
|
|
re->scene= scene;
|
|
|
|
|
if(!is_rendering_allowed(re))
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
re->display_init(re->result);
|
|
|
|
|
re->display_clear(re->result);
|
|
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* general Blender frame render call */
|
|
|
|
|
/* should return 1 when all is OK, otherwise it throws up errors */
|
|
|
|
|
void RE_BlenderFrame(Render *re, Scene *scene, int frame)
|
|
|
|
|
{
|
|
|
|
|
/* ugly global still... is to prevent renderwin events and signal subsurfs etc to make full resol */
|
|
|
|
|
/* is also set by caller renderwin.c */
|
|
|
|
|
G.rendering= 1;
|
|
|
|
|
|
|
|
|
|
if(render_initialize_from_scene(re, scene)) {
|
|
|
|
|
do_render_final(re, scene);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* saves images to disk */
|
|
|
|
|
void RE_BlenderAnim(Render *re, Scene *scene, int sfra, int efra)
|
|
|
|
|
{
|
|
|
|
|
bMovieHandle *mh= BKE_get_movie_handle(scene->r.imtype);
|
|
|
|
|
int cfrao= scene->r.cfra;
|
|
|
|
|
char name[FILE_MAXDIR+FILE_MAXFILE];
|
|
|
|
|
|
|
|
|
|
/* ugly global still... is to prevent renderwin events and signal subsurfs etc to make full resol */
|
|
|
|
|
/* is also set by caller renderwin.c */
|
|
|
|
|
G.rendering= 1;
|
|
|
|
|
|
|
|
|
|
if(!render_initialize_from_scene(re, scene))
|
|
|
|
|
return;
|
|
|
|
|
|
2006-01-25 15:09:17 +00:00
|
|
|
/* confusing... scene->r or re->r? make a decision once! */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
if(BKE_imtype_is_movie(scene->r.imtype))
|
2006-01-25 15:09:17 +00:00
|
|
|
mh->start_movie(&scene->r, re->rectx, re->recty);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
2006-01-25 15:09:17 +00:00
|
|
|
for(scene->r.cfra= sfra; scene->r.cfra<=efra; scene->r.cfra++) {
|
2006-01-25 12:25:10 +00:00
|
|
|
re->r.cfra= scene->r.cfra; /* weak.... */
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
do_render_final(re, scene);
|
|
|
|
|
|
|
|
|
|
/* write image or movie */
|
|
|
|
|
if(re->test_break()==0) {
|
2006-01-24 21:50:23 +00:00
|
|
|
RenderResult rres;
|
|
|
|
|
|
|
|
|
|
RE_GetResultImage(re, &rres);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
|
/* write movie or image */
|
|
|
|
|
if(BKE_imtype_is_movie(scene->r.imtype)) {
|
2006-01-25 16:47:20 +00:00
|
|
|
/* note; the way it gets 32 bits rects is weak... */
|
|
|
|
|
int dofree=0;
|
2006-01-24 21:50:23 +00:00
|
|
|
if(rres.rect32==NULL) {
|
|
|
|
|
rres.rect32= MEM_mallocN(sizeof(int)*rres.rectx*rres.recty, "temp 32 bits rect");
|
2006-01-25 16:47:20 +00:00
|
|
|
dofree= 1;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
2006-01-24 21:50:23 +00:00
|
|
|
RE_ResultGet32(re, rres.rect32);
|
|
|
|
|
mh->append_movie(scene->r.cfra, rres.rect32, rres.rectx, rres.recty);
|
2006-01-25 16:47:20 +00:00
|
|
|
if(dofree) MEM_freeN(rres.rect32);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
printf("Append frame %d", scene->r.cfra);
|
|
|
|
|
}
|
|
|
|
|
else {
|
2006-01-24 21:50:23 +00:00
|
|
|
ImBuf *ibuf= IMB_allocImBuf(rres.rectx, rres.recty, scene->r.planes, 0, 0);
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
int ok;
|
|
|
|
|
|
|
|
|
|
BKE_makepicstring(name, (scene->r.cfra));
|
2006-01-24 21:50:23 +00:00
|
|
|
ibuf->rect= rres.rect32; /* if not exists, BKE_write_ibuf makes one */
|
|
|
|
|
ibuf->rect_float= rres.rectf;
|
|
|
|
|
ibuf->zbuf_float= rres.rectz;
|
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!
2006-01-23 22:05:47 +00:00
|
|
|
ok= BKE_write_ibuf(ibuf, name, scene->r.imtype, scene->r.subimtype, scene->r.quality);
|
|
|
|
|
IMB_freeImBuf(ibuf); /* imbuf knows which rects are not part of ibuf */
|
|
|
|
|
|
|
|
|
|
if(ok==0) {
|
|
|
|
|
printf("Render error: cannot save %s\n", name);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
else printf("Saved: %s", name);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BLI_timestr(re->i.lastframetime, name);
|
|
|
|
|
printf(" Time: %s\n", name);
|
|
|
|
|
fflush(stdout); /* needed for renderd !! (not anymore... (ton)) */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(G.afbreek==1) break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* end movie */
|
|
|
|
|
if(BKE_imtype_is_movie(scene->r.imtype))
|
|
|
|
|
mh->end_movie();
|
|
|
|
|
|
|
|
|
|
scene->r.cfra= cfrao;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|