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blender-archive/source/blender/include/BSE_sequence.h

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2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*
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*/
#ifndef BSE_SEQUENCE_H
#define BSE_SEQUENCE_H
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
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struct PluginSeq;
struct StripElem;
struct Strip;
struct Sequence;
struct ListBase;
struct Editing;
struct ImBuf;
struct Scene;
void open_plugin_seq(struct PluginSeq *pis, char *seqname);
struct PluginSeq *add_plugin_seq(char *str, char *seqname);
void free_plugin_seq(struct PluginSeq *pis);
void free_stripdata(int len, struct StripElem *se);
void free_strip(struct Strip *strip);
void new_stripdata(struct Sequence *seq);
void free_sequence(struct Sequence *seq);
void do_seq_count(struct ListBase *seqbase, int *totseq);
void do_build_seqar(struct ListBase *seqbase, struct Sequence ***seqar, int depth);
void build_seqar(struct ListBase *seqbase, struct Sequence ***seqar, int *totseq);
void free_editing(struct Editing *ed);
void calc_sequence(struct Sequence *seq);
void sort_seq(void);
void clear_scene_in_allseqs(struct Scene *sce);
void do_alphaover_effect(float facf0,
float facf1,
int x, int y,
unsigned int *rect1,
unsigned int *rect2,
unsigned int *out);
void do_alphaunder_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_cross_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_gammacross_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_add_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_sub_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_drop_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect2i, unsigned int *rect1i,
unsigned int *outi);
void do_drop_effect2(float facf0, float facf1,
int x, int y,
unsigned int *rect2, unsigned int *rect1,
unsigned int *out);
void do_mul_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
/* Wipe effect */
enum {DO_SINGLE_WIPE, DO_DOUBLE_WIPE, DO_BOX_WIPE, DO_CROSS_WIPE,
DO_IRIS_WIPE,DO_CLOCK_WIPE};
float in_band(float width,float dist, float perc,int side,int dir);
float check_zone(int x, int y, int xo, int yo, struct Sequence *seq, float facf0);
void init_wipe_effect(struct Sequence *seq);
void do_wipe_effect(struct Sequence *seq, float facf0, float facf1, int x, int y, unsigned int *rect1, unsigned int *rect2, unsigned int *out);
/* Glow effect */
enum {
GlowR=0,
GlowG=1,
GlowB=2,
GlowA=3
};
void RVBlurBitmap2( unsigned char* map, int width, int height, float blur, int quality);
void RVIsolateHighlights (unsigned char* in, unsigned char* out, int width, int height, int threshold, float boost, float clamp);
void RVAddBitmaps (unsigned char* a,unsigned char* b, unsigned char* c, int width, int height);
void init_glow_effect(struct Sequence *seq);
void do_glow_effect(struct Sequence *seq, float facf0, float facf1, int x, int y, unsigned int *rect1, unsigned int *rect2, unsigned int *out);
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void make_black_ibuf(struct ImBuf *ibuf);
void multibuf(struct ImBuf *ibuf, float fmul);
void do_effect(int cfra, struct Sequence *seq, struct StripElem *se);
int evaluate_seq_frame(int cfra);
struct StripElem *give_stripelem(struct Sequence *seq, int cfra);
void set_meta_stripdata(struct Sequence *seqm);
void do_seq_count_cfra(struct ListBase *seqbase, int *totseq, int cfra);
void do_build_seqar_cfra(struct ListBase *seqbase, struct Sequence ***seqar, int cfra);
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!
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struct ImBuf *give_ibuf_seq(int rectx, int recty, int cfra);
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void free_imbuf_effect_spec(int cfra);
void free_imbuf_seq_except(int cfra);
void free_imbuf_seq(void);
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!
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/* still bad level call... */
struct RenderResult;
void do_render_seq(struct RenderResult *rr);
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#endif