2011-02-18 13:05:18 +00:00
|
|
|
/*
|
2008-04-16 22:40:48 +00:00
|
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
2002-10-12 11:37:38 +00:00
|
|
|
*
|
|
|
|
* 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
|
2008-04-16 22:40:48 +00:00
|
|
|
* of the License, or (at your option) any later version.
|
2002-10-12 11:37:38 +00:00
|
|
|
*
|
|
|
|
* 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,
|
2010-02-12 13:34:04 +00:00
|
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
2002-10-12 11:37:38 +00:00
|
|
|
*
|
|
|
|
* 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.
|
|
|
|
*
|
2008-04-16 22:40:48 +00:00
|
|
|
* ***** END GPL LICENSE BLOCK *****
|
2002-10-12 11:37:38 +00:00
|
|
|
*/
|
2012-02-17 18:59:41 +00:00
|
|
|
#ifndef __BKE_TEXTURE_H__
|
|
|
|
#define __BKE_TEXTURE_H__
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-02-18 13:05:18 +00:00
|
|
|
/** \file BKE_texture.h
|
|
|
|
* \ingroup bke
|
|
|
|
* \since March 2001
|
|
|
|
* \author nzc
|
|
|
|
*/
|
|
|
|
|
2010-10-05 00:05:14 +00:00
|
|
|
#ifdef __cplusplus
|
|
|
|
extern "C" {
|
|
|
|
#endif
|
|
|
|
|
2010-01-29 16:32:06 +00:00
|
|
|
struct bNode;
|
2009-10-09 09:50:49 +00:00
|
|
|
struct Brush;
|
2002-10-12 11:37:38 +00:00
|
|
|
struct ColorBand;
|
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
|
|
|
struct EnvMap;
|
2014-05-03 18:51:53 +09:00
|
|
|
struct FreestyleLineStyle;
|
2009-10-09 09:50:49 +00:00
|
|
|
struct HaloRen;
|
|
|
|
struct Lamp;
|
|
|
|
struct LampRen;
|
2013-02-05 12:46:15 +00:00
|
|
|
struct Main;
|
2009-10-09 09:50:49 +00:00
|
|
|
struct Material;
|
|
|
|
struct MTex;
|
2011-11-13 12:17:27 +00:00
|
|
|
struct OceanTex;
|
2011-02-12 16:06:27 +00:00
|
|
|
struct ParticleSettings;
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
struct PointDensity;
|
2009-10-09 09:50:49 +00:00
|
|
|
struct Tex;
|
|
|
|
struct TexMapping;
|
2013-10-20 13:01:07 +00:00
|
|
|
struct TexResult;
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
struct VoxelData;
|
2009-10-09 09:50:49 +00:00
|
|
|
struct World;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
/* in ColorBand struct */
|
2006-09-18 15:32:11 +00:00
|
|
|
#define MAXCOLORBAND 32
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_texture_free(struct Tex *t);
|
2007-10-31 13:56:07 +00:00
|
|
|
|
2013-03-18 18:25:05 +00:00
|
|
|
void init_colorband(struct ColorBand *coba, bool rangetype);
|
|
|
|
struct ColorBand *add_colorband(bool rangetype);
|
2014-02-03 18:55:59 +11:00
|
|
|
bool do_colorband(const struct ColorBand *coba, float in, float out[4]);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
void colorband_table_RGBA(struct ColorBand *coba, float **array, int *size);
|
2010-07-30 00:20:05 +00:00
|
|
|
struct CBData *colorband_element_add(struct ColorBand *coba, float position);
|
|
|
|
int colorband_element_remove(struct ColorBand *coba, int index);
|
2012-02-02 14:07:24 +00:00
|
|
|
void colorband_update_sort(struct ColorBand *coba);
|
2007-10-31 13:56:07 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
void default_tex(struct Tex *tex);
|
2013-02-05 12:46:15 +00:00
|
|
|
struct Tex *add_texture(struct Main *bmain, const char *name);
|
2010-06-22 09:13:30 +00:00
|
|
|
void tex_set_type(struct Tex *tex, int type);
|
2002-10-12 11:37:38 +00:00
|
|
|
void default_mtex(struct MTex *mtex);
|
|
|
|
struct MTex *add_mtex(void);
|
2010-09-03 14:53:54 +00:00
|
|
|
struct MTex *add_mtex_id(struct ID *id, int slot);
|
2012-05-05 14:03:12 +00:00
|
|
|
struct Tex *BKE_texture_copy(struct Tex *tex);
|
2011-03-03 18:53:07 +00:00
|
|
|
struct Tex *localize_texture(struct Tex *tex);
|
2012-05-05 16:03:57 +00:00
|
|
|
void BKE_texture_make_local(struct Tex *tex);
|
2013-04-03 15:04:24 +00:00
|
|
|
/* UNUSED */
|
|
|
|
// void autotexname(struct Tex *tex);
|
2009-10-09 09:50:49 +00:00
|
|
|
|
|
|
|
struct Tex *give_current_object_texture(struct Object *ob);
|
|
|
|
struct Tex *give_current_material_texture(struct Material *ma);
|
|
|
|
struct Tex *give_current_lamp_texture(struct Lamp *la);
|
2014-05-03 18:51:53 +09:00
|
|
|
struct Tex *give_current_linestyle_texture(struct FreestyleLineStyle *linestyle);
|
2009-10-09 09:50:49 +00:00
|
|
|
struct Tex *give_current_world_texture(struct World *world);
|
|
|
|
struct Tex *give_current_brush_texture(struct Brush *br);
|
2011-02-12 14:38:34 +00:00
|
|
|
struct Tex *give_current_particle_texture(struct ParticleSettings *part);
|
2002-10-30 02:07:20 +00:00
|
|
|
|
2010-01-29 16:32:06 +00:00
|
|
|
struct bNode *give_current_material_texture_node(struct Material *ma);
|
|
|
|
|
2014-04-01 11:34:00 +11:00
|
|
|
bool give_active_mtex(struct ID *id, struct MTex ***mtex_ar, short *act);
|
2012-05-12 20:39:39 +00:00
|
|
|
void set_active_mtex(struct ID *id, short act);
|
2009-10-12 16:00:39 +00:00
|
|
|
|
2009-10-12 13:12:45 +00:00
|
|
|
void set_current_brush_texture(struct Brush *br, struct Tex *tex);
|
|
|
|
void set_current_world_texture(struct World *wo, struct Tex *tex);
|
|
|
|
void set_current_material_texture(struct Material *ma, struct Tex *tex);
|
|
|
|
void set_current_lamp_texture(struct Lamp *la, struct Tex *tex);
|
2014-05-03 18:51:53 +09:00
|
|
|
void set_current_linestyle_texture(struct FreestyleLineStyle *linestyle, struct Tex *tex);
|
2011-02-12 14:38:34 +00:00
|
|
|
void set_current_particle_texture(struct ParticleSettings *part, struct Tex *tex);
|
2009-10-12 13:12:45 +00:00
|
|
|
|
2014-01-28 03:52:21 +11:00
|
|
|
bool has_current_material_texture(struct Material *ma);
|
2011-06-01 16:17:38 +00:00
|
|
|
|
2013-09-25 20:28:49 +00:00
|
|
|
struct TexMapping *add_tex_mapping(int type);
|
|
|
|
void default_tex_mapping(struct TexMapping *texmap, int type);
|
2011-11-07 17:35:20 +00:00
|
|
|
void init_tex_mapping(struct TexMapping *texmap);
|
2006-01-04 12:13:13 +00:00
|
|
|
|
2011-11-07 17:35:20 +00:00
|
|
|
struct ColorMapping *add_color_mapping(void);
|
|
|
|
void default_color_mapping(struct ColorMapping *colormap);
|
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 BKE_free_envmapdata(struct EnvMap *env);
|
|
|
|
void BKE_free_envmap(struct EnvMap *env);
|
|
|
|
struct EnvMap *BKE_add_envmap(void);
|
|
|
|
struct EnvMap *BKE_copy_envmap(struct EnvMap *env);
|
|
|
|
|
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
|
|
|
void BKE_free_pointdensitydata(struct PointDensity *pd);
|
|
|
|
void BKE_free_pointdensity(struct PointDensity *pd);
|
|
|
|
struct PointDensity *BKE_add_pointdensity(void);
|
|
|
|
struct PointDensity *BKE_copy_pointdensity(struct PointDensity *pd);
|
|
|
|
|
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
|
|
|
void BKE_free_voxeldatadata(struct VoxelData *vd);
|
|
|
|
void BKE_free_voxeldata(struct VoxelData *vd);
|
|
|
|
struct VoxelData *BKE_add_voxeldata(void);
|
|
|
|
struct VoxelData *BKE_copy_voxeldata(struct VoxelData *vd);
|
|
|
|
|
2011-11-13 12:17:27 +00:00
|
|
|
void BKE_free_oceantex(struct OceanTex *ot);
|
|
|
|
struct OceanTex *BKE_add_oceantex(void);
|
|
|
|
struct OceanTex *BKE_copy_oceantex(struct OceanTex *ot);
|
|
|
|
|
2013-06-02 03:59:19 +00:00
|
|
|
bool BKE_texture_dependsOnTime(const struct Tex *texture);
|
2015-02-23 18:22:09 +11:00
|
|
|
bool BKE_texture_is_image_user(const struct Tex *tex);
|
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
|
|
|
|
2015-03-21 22:10:43 +11:00
|
|
|
void BKE_texture_get_value(
|
|
|
|
const struct Scene *scene, struct Tex *texture,
|
|
|
|
float *tex_co, struct TexResult *texres, bool use_color_management);
|
2013-10-20 13:01:07 +00:00
|
|
|
|
2010-10-05 00:05:14 +00:00
|
|
|
#ifdef __cplusplus
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
#endif
|
2002-10-30 02:07:20 +00:00
|
|
|
|