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blender-archive/source/blender/render/SConscript

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#!/usr/bin/python
Import ('user_options_dict')
Import ('library_env')
render_env = library_env.Copy ()
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source_files = ['intern/source/RE_callbacks.c',
'intern/source/edgeRender.c',
'intern/source/envmap.c',
'intern/source/errorHandler.c',
'intern/source/gammaCorrectionTables.c',
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
'intern/source/imagetexture.c',
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'intern/source/initrender.c',
'intern/source/jitter.c',
'intern/source/pixelblending.c',
'intern/source/pixelshading.c',
'intern/source/ray.c',
'intern/source/renderHelp.c',
'intern/source/renderPreAndPost.c',
'intern/source/rendercore.c',
'intern/source/renderdatabase.c',
'intern/source/shadbuf.c',
'intern/source/texture.c',
'intern/source/vanillaRenderPipe.c',
The zblur plugin (aka as DoF) integrated in render. Compared to patch submitted by Alexander, changes/improvements are: - Moved to new Panel in Scene buttons "Post Effects". Together with other postprocessing options, such as Edge render. It is also not called DoF, this because that's a bit pretending too much then. It's a zblur still! - Made it render Alpha as well - Made it use and deliver float buffers - Huge cleanup of zblur.c code, was very messy. It was alling things in render code without need even (win matrices, transform faces, etc) - Fixed errors in using Z values (zbuffer is signed int) - Removed very weird gamma corrections for front/back half - Tweaked gaussian table, allow variable 'Sigma' to be set for gauss curve - Didn't copy 'auto focus' yet. Use of this is very limited, and gives false expectations, nor works for rendering anims with deamons well. Main issue remains: it's not a very advanced feature... I still doubt very much if this deserves to be released. Spent 2 days on trying to get the key issues solved, with not much results. - gauss filter code has weird side effects on large blur size - having unsharp (blurred) in front also blurs what's around in back. only blurred in back with sharp in front works a little bit - severe aliasing errors... also due the code splitting in 2 halves - doesnt work with unified yet - won't work for halos, spot halos or transparant faces Anyhoo... It was promised to be committed, so now artists can play with it. Who knows it's useful after all, or some fixes can be implemented. :)
2005-04-23 20:49:23 +00:00
'intern/source/zblur.c',
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'intern/source/zbuf.c',
'intern/source/zbufferdatastruct.c']
render_env.Append (CPPPATH = ['intern/include',
'#/intern/guardedalloc',
'../blenlib',
'../makesdna',
'extern/include',
'../blenkernel',
'../radiosity/extern/include',
'../imbuf',
'../quicktime',
'../include',
'../../kernel/gen_messaging',
'../yafray'])
render_env.Append (CPPPATH = user_options_dict['SDL_INCLUDE'])
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render_env.Library (target='#'+user_options_dict['BUILD_DIR']+'/lib/blender_render', source=source_files)