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blender-archive/source/blender/quicktime/apple/quicktime_export.c

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/**
* $Id$
*
* quicktime_export.c
*
* Code to create QuickTime Movies with Blender
*
* ***** BEGIN GPL 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.
*
* 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 written by Rob Haarsma (phase)
*
* Contributor(s): Stefan Gartner (sgefant)
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifdef WITH_QUICKTIME
#if defined(_WIN32) || defined(__APPLE__)
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
#include "DNA_scene_types.h"
#include "BKE_global.h"
#include "BKE_scene.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
#include "BLI_blenlib.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
#include "BLO_sys_types.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
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.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
#include "MEM_guardedalloc.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
#include "quicktime_import.h"
#include "quicktime_export.h"
#ifdef _WIN32
#include <QTML.h>
#include <Movies.h>
#include <QuickTimeComponents.h>
#include <TextUtils.h>
#endif /* _WIN32 */
#ifdef __APPLE__
/* evil */
#ifndef __AIFF__
#define __AIFF__
#endif
#include <QuickTime/Movies.h>
#include <QuickTime/QuickTimeComponents.h>
#include <fcntl.h> /* open() */
#include <unistd.h> /* close() */
#include <sys/stat.h> /* file permissions */
#endif /* __APPLE__ */
#define kMyCreatorType FOUR_CHAR_CODE('TVOD')
#define kTrackStart 0
#define kMediaStart 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
static void QT_StartAddVideoSamplesToMedia (const Rect *trackFrame, int rectx, int recty);
static void QT_DoAddVideoSamplesToMedia (int frame, int *pixels, int rectx, int recty);
static void QT_EndAddVideoSamplesToMedia (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!
2006-01-23 22:05:47 +00:00
static void QT_CreateMyVideoTrack (int rectx, int recty);
static void QT_EndCreateMyVideoTrack (void);
static void check_renderbutton_framerate(struct RenderData *rd);
static int get_qtcodec_settings(struct RenderData *rd);
typedef struct QuicktimeExport {
FSSpec theSpec;
short resRefNum;
Str255 qtfilename;
Media theMedia;
Movie theMovie;
Track theTrack;
GWorldPtr theGWorld;
PixMapHandle thePixMap;
ImageDescription **anImageDescription;
ImBuf *ibuf; //imagedata for Quicktime's Gworld
ImBuf *ibuf2; //copy of renderdata, to be Y-flipped
} QuicktimeExport;
typedef struct QuicktimeComponentData {
ComponentInstance theComponent;
SCTemporalSettings gTemporalSettings;
SCSpatialSettings gSpatialSettings;
SCDataRateSettings aDataRateSetting;
TimeValue duration;
long kVideoTimeScale;
} QuicktimeComponentData;
static struct QuicktimeExport *qtexport;
static struct QuicktimeComponentData *qtdata;
static int sframe;
/* RNA functions */
static QuicktimeCodecTypeDesc qtCodecList[] = {
{kRawCodecType, 1, "Uncompressed"},
{kJPEGCodecType, 2, "JPEG"},
{kMotionJPEGACodecType, 3, "M-JPEG A"},
{kMotionJPEGBCodecType, 4, "M-JPEG B"},
{kDVCPALCodecType, 5, "DV PAL"},
{kDVCNTSCCodecType, 6, "DV/DVCPRO NTSC"},
{kDVCPROHD720pCodecType, 7, "DVCPRO HD 720p"},
{kDVCPROHD1080i50CodecType, 8, "DVCPRO HD 1080i50"},
{kDVCPROHD1080i60CodecType, 9, "DVCPRO HD 1080i60"},
{kMPEG4VisualCodecType, 10, "MPEG4"},
{kH263CodecType, 11, "H.263"},
{kH264CodecType, 12, "H.264"},
{0,0,NULL}};
static int qtCodecCount = 12;
int quicktime_get_num_codecs() {
return qtCodecCount;
}
QuicktimeCodecTypeDesc* quicktime_get_codecType_desc(int indexValue) {
if ((indexValue>=0) && (indexValue < qtCodecCount))
return &qtCodecList[indexValue];
else
return NULL;
}
int quicktime_rnatmpvalue_from_codectype(int codecType) {
int i;
for (i=0;i<qtCodecCount;i++) {
if (qtCodecList[i].codecType == codecType)
return qtCodecList[i].rnatmpvalue;
}
return 0;
}
int quicktime_codecType_from_rnatmpvalue(int rnatmpvalue) {
int i;
for (i=0;i<qtCodecCount;i++) {
if (qtCodecList[i].rnatmpvalue == rnatmpvalue)
return qtCodecList[i].codecType;
}
return 0;
}
static void CheckError(OSErr err, char *msg)
{
if(err != noErr) printf("%s: %d\n", msg, err);
}
static OSErr QT_SaveCodecSettingsToScene(RenderData *rd)
{
QTAtomContainer myContainer = NULL;
ComponentResult myErr = noErr;
Ptr myPtr;
long mySize = 0;
CodecInfo ci;
QuicktimeCodecData *qcd = rd->qtcodecdata;
// check if current scene already has qtcodec settings, and clear them
if (qcd) {
free_qtcodecdata(qcd);
} else {
qcd = rd->qtcodecdata = MEM_callocN(sizeof(QuicktimeCodecData), "QuicktimeCodecData");
}
// obtain all current codec settings
SCSetInfo(qtdata->theComponent, scTemporalSettingsType, &qtdata->gTemporalSettings);
SCSetInfo(qtdata->theComponent, scSpatialSettingsType, &qtdata->gSpatialSettings);
SCSetInfo(qtdata->theComponent, scDataRateSettingsType, &qtdata->aDataRateSetting);
// retreive codecdata from quicktime in a atomcontainer
myErr = SCGetSettingsAsAtomContainer(qtdata->theComponent, &myContainer);
if (myErr != noErr) {
printf("Quicktime: SCGetSettingsAsAtomContainer failed\n");
goto bail;
}
// get the size of the atomcontainer
mySize = GetHandleSize((Handle)myContainer);
// lock and convert the atomcontainer to a *valid* pointer
QTLockContainer(myContainer);
2003-05-21 21:42:36 +00:00
myPtr = *(Handle)myContainer;
// copy the Quicktime data into the blender qtcodecdata struct
if (myPtr) {
qcd->cdParms = MEM_mallocN(mySize, "qt.cdParms");
memcpy(qcd->cdParms, myPtr, mySize);
qcd->cdSize = mySize;
GetCodecInfo (&ci, qtdata->gSpatialSettings.codecType, 0);
} else {
printf("Quicktime: QT_SaveCodecSettingsToScene failed\n");
}
QTUnlockContainer(myContainer);
bail:
if (myContainer != NULL)
QTDisposeAtomContainer(myContainer);
return((OSErr)myErr);
}
static OSErr QT_GetCodecSettingsFromScene(RenderData *rd)
{
Handle myHandle = NULL;
ComponentResult myErr = noErr;
QuicktimeCodecData *qcd = rd->qtcodecdata;
// if there is codecdata in the blendfile, convert it to a Quicktime handle
if (qcd) {
myHandle = NewHandle(qcd->cdSize);
PtrToHand( qcd->cdParms, &myHandle, qcd->cdSize);
}
// restore codecsettings to the quicktime component
if(qcd->cdParms && qcd->cdSize) {
myErr = SCSetSettingsFromAtomContainer((GraphicsExportComponent)qtdata->theComponent, (QTAtomContainer)myHandle);
if (myErr != noErr) {
printf("Quicktime: SCSetSettingsFromAtomContainer failed\n");
goto bail;
}
// update runtime codecsettings for use with the codec dialog
SCGetInfo(qtdata->theComponent, scDataRateSettingsType, &qtdata->aDataRateSetting);
SCGetInfo(qtdata->theComponent, scSpatialSettingsType, &qtdata->gSpatialSettings);
SCGetInfo(qtdata->theComponent, scTemporalSettingsType, &qtdata->gTemporalSettings);
//Fill the render QuicktimeCodecSettigns struct
rd->qtcodecsettings.codecTemporalQuality = (qtdata->gTemporalSettings.temporalQuality * 100) / codecLosslessQuality;
//Do not override scene frame rate (qtdata->gTemporalSettings.framerate)
rd->qtcodecsettings.keyFrameRate = qtdata->gTemporalSettings.keyFrameRate;
rd->qtcodecsettings.codecType = qtdata->gSpatialSettings.codecType;
rd->qtcodecsettings.codec = (int)qtdata->gSpatialSettings.codec;
rd->qtcodecsettings.colorDepth = qtdata->gSpatialSettings.depth;
rd->qtcodecsettings.codecSpatialQuality = (qtdata->gSpatialSettings.spatialQuality * 100) / codecLosslessQuality;
rd->qtcodecsettings.bitRate = qtdata->aDataRateSetting.dataRate;
rd->qtcodecsettings.minSpatialQuality = (qtdata->aDataRateSetting.minSpatialQuality * 100) / codecLosslessQuality;
rd->qtcodecsettings.minTemporalQuality = (qtdata->aDataRateSetting.minTemporalQuality * 100) / codecLosslessQuality;
//Frame duration is already known (qtdata->aDataRateSetting.frameDuration)
} else {
printf("Quicktime: QT_GetCodecSettingsFromScene failed\n");
}
bail:
if (myHandle != NULL)
DisposeHandle(myHandle);
return((OSErr)myErr);
}
static OSErr QT_AddUserDataTextToMovie (Movie theMovie, char *theText, OSType theType)
{
UserData myUserData = NULL;
Handle myHandle = NULL;
long myLength = strlen(theText);
OSErr myErr = noErr;
// get the movie's user data list
myUserData = GetMovieUserData(theMovie);
if (myUserData == NULL)
return(paramErr);
// copy the specified text into a new handle
myHandle = NewHandleClear(myLength);
if (myHandle == NULL)
return(MemError());
BlockMoveData(theText, *myHandle, myLength);
// add the data to the movie's user data
myErr = AddUserDataText(myUserData, myHandle, theType, 1, (short)GetScriptManagerVariable(smRegionCode));
// clean up
DisposeHandle(myHandle);
return(myErr);
}
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 void QT_CreateMyVideoTrack(int rectx, int recty)
{
OSErr err = noErr;
Rect trackFrame;
// MatrixRecord myMatrix;
trackFrame.top = 0;
trackFrame.left = 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
trackFrame.bottom = recty;
trackFrame.right = rectx;
qtexport->theTrack = NewMovieTrack (qtexport->theMovie,
FixRatio(trackFrame.right,1),
FixRatio(trackFrame.bottom,1),
0);
CheckError( GetMoviesError(), "NewMovieTrack error" );
// SetIdentityMatrix(&myMatrix);
// ScaleMatrix(&myMatrix, fixed1, Long2Fix(-1), 0, 0);
// TranslateMatrix(&myMatrix, 0, Long2Fix(trackFrame.bottom));
// SetMovieMatrix(qtexport->theMovie, &myMatrix);
qtexport->theMedia = NewTrackMedia (qtexport->theTrack,
VideoMediaType,
qtdata->kVideoTimeScale,
nil,
0);
CheckError( GetMoviesError(), "NewTrackMedia error" );
err = BeginMediaEdits (qtexport->theMedia);
CheckError( err, "BeginMediaEdits error" );
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
QT_StartAddVideoSamplesToMedia (&trackFrame, rectx, recty);
}
static void QT_EndCreateMyVideoTrack(void)
{
OSErr err = noErr;
QT_EndAddVideoSamplesToMedia ();
err = EndMediaEdits (qtexport->theMedia);
CheckError( err, "EndMediaEdits error" );
err = InsertMediaIntoTrack (qtexport->theTrack,
kTrackStart,/* track start time */
kMediaStart,/* media start time */
GetMediaDuration (qtexport->theMedia),
fixed1);
CheckError( err, "InsertMediaIntoTrack error" );
}
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 void QT_StartAddVideoSamplesToMedia (const Rect *trackFrame, int rectx, int recty)
{
SCTemporalSettings gTemporalSettings;
OSErr err = noErr;
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
qtexport->ibuf = IMB_allocImBuf (rectx, recty, 32, IB_rect, 0);
qtexport->ibuf2 = IMB_allocImBuf (rectx, recty, 32, IB_rect, 0);
err = NewGWorldFromPtr( &qtexport->theGWorld,
k32ARGBPixelFormat,
trackFrame,
NULL, NULL, 0,
(Ptr)qtexport->ibuf->rect,
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
rectx * 4 );
CheckError (err, "NewGWorldFromPtr error");
qtexport->thePixMap = GetGWorldPixMap(qtexport->theGWorld);
LockPixels(qtexport->thePixMap);
SCDefaultPixMapSettings (qtdata->theComponent, qtexport->thePixMap, true);
// workaround for crash with H.264, which requires an upgrade to
// the new callback based api for proper encoding, but that's not
// really compatible with rendering out frames sequentially
gTemporalSettings = qtdata->gTemporalSettings;
if(qtdata->gSpatialSettings.codecType == kH264CodecType) {
if(gTemporalSettings.temporalQuality != codecMinQuality) {
fprintf(stderr, "Only minimum quality compression supported for QuickTime H.264.\n");
gTemporalSettings.temporalQuality = codecMinQuality;
}
}
SCSetInfo(qtdata->theComponent, scTemporalSettingsType, &gTemporalSettings);
SCSetInfo(qtdata->theComponent, scSpatialSettingsType, &qtdata->gSpatialSettings);
SCSetInfo(qtdata->theComponent, scDataRateSettingsType, &qtdata->aDataRateSetting);
err = SCCompressSequenceBegin(qtdata->theComponent, qtexport->thePixMap, NULL, &qtexport->anImageDescription);
CheckError (err, "SCCompressSequenceBegin error" );
}
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 void QT_DoAddVideoSamplesToMedia (int frame, int *pixels, int rectx, int recty)
{
OSErr err = noErr;
Rect imageRect;
int index;
int boxsize;
unsigned char *from, *to;
short syncFlag;
long dataSize;
Handle compressedData;
Ptr myPtr;
//copy and flip renderdata
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
memcpy(qtexport->ibuf2->rect, pixels, 4*rectx*recty);
IMB_flipy(qtexport->ibuf2);
//get pointers to parse bitmapdata
myPtr = GetPixBaseAddr(qtexport->thePixMap);
imageRect = (**qtexport->thePixMap).bounds;
from = (unsigned char *) qtexport->ibuf2->rect;
to = (unsigned char *) myPtr;
//parse RGBA bitmap into Quicktime's ARGB GWorld
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
boxsize = rectx * recty;
for( index = 0; index < boxsize; index++) {
to[0] = from[3];
to[1] = from[0];
to[2] = from[1];
to[3] = from[2];
to +=4, from += 4;
}
err = SCCompressSequenceFrame(qtdata->theComponent,
qtexport->thePixMap,
&imageRect,
&compressedData,
&dataSize,
&syncFlag);
CheckError(err, "SCCompressSequenceFrame error");
err = AddMediaSample(qtexport->theMedia,
compressedData,
0,
dataSize,
qtdata->duration,
(SampleDescriptionHandle)qtexport->anImageDescription,
1,
syncFlag,
NULL);
CheckError(err, "AddMediaSample error");
printf ("added frame %3d (frame %3d in movie): ", frame, frame-sframe);
}
static void QT_EndAddVideoSamplesToMedia (void)
{
SCCompressSequenceEnd(qtdata->theComponent);
UnlockPixels(qtexport->thePixMap);
if (qtexport->theGWorld)
DisposeGWorld (qtexport->theGWorld);
if (qtexport->ibuf)
IMB_freeImBuf(qtexport->ibuf);
if (qtexport->ibuf2)
IMB_freeImBuf(qtexport->ibuf2);
}
void makeqtstring (RenderData *rd, char *string) {
char txt[64];
if (string==0) return;
strcpy(string, rd->pic);
BLI_convertstringcode(string, G.sce);
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_make_existing_file(string);
if (BLI_strcasecmp(string + strlen(string) - 4, ".mov")) {
sprintf(txt, "%04d_%04d.mov", (rd->sfra) , (rd->efra) );
strcat(string, txt);
}
}
void start_qt(struct Scene *scene, struct RenderData *rd, int rectx, int recty) {
OSErr err = noErr;
char name[2048];
char theFullPath[255];
#ifdef __APPLE__
int myFile;
FSRef myRef;
#else
char *qtname;
#endif
if(qtexport == NULL) qtexport = MEM_callocN(sizeof(QuicktimeExport), "QuicktimeExport");
if(qtdata) {
if(qtdata->theComponent) CloseComponent(qtdata->theComponent);
free_qtcomponentdata();
}
qtdata = MEM_callocN(sizeof(QuicktimeComponentData), "QuicktimeCodecDataExt");
if(rd->qtcodecdata == NULL || rd->qtcodecdata->cdParms == NULL) {
get_qtcodec_settings(rd);
} else {
qtdata->theComponent = OpenDefaultComponent(StandardCompressionType, StandardCompressionSubType);
QT_GetCodecSettingsFromScene(rd);
check_renderbutton_framerate(rd);
}
if (G.afbreek != 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
sframe = (rd->sfra);
makeqtstring(rd, name);
#ifdef __APPLE__
EnterMoviesOnThread(0);
sprintf(theFullPath, "%s", name);
/* hack: create an empty file to make FSPathMakeRef() happy */
myFile = open(theFullPath, O_CREAT|O_TRUNC, S_IRUSR|S_IWUSR|S_IRUSR|S_IWUSR);
if (myFile < 0) {
printf("error while creating file!\n");
/* do something? */
}
close(myFile);
err = FSPathMakeRef((const UInt8 *)theFullPath, &myRef, 0);
CheckError(err, "FsPathMakeRef error");
err = FSGetCatalogInfo(&myRef, kFSCatInfoNone, NULL, NULL, &qtexport->theSpec, NULL);
CheckError(err, "FsGetCatalogInfoRef error");
#endif
#ifdef _WIN32
qtname = get_valid_qtname(name);
sprintf(theFullPath, "%s", qtname);
strcpy(name, qtname);
MEM_freeN(qtname);
CopyCStringToPascal(theFullPath, qtexport->qtfilename);
err = FSMakeFSSpec(0, 0L, qtexport->qtfilename, &qtexport->theSpec);
#endif
err = CreateMovieFile (&qtexport->theSpec,
kMyCreatorType,
smCurrentScript,
createMovieFileDeleteCurFile | createMovieFileDontCreateResFile,
&qtexport->resRefNum,
&qtexport->theMovie );
CheckError(err, "CreateMovieFile error");
if(err != noErr) {
G.afbreek = 1;
// XXX error("Unable to create Quicktime movie: %s", name);
#ifdef __APPLE__
ExitMoviesOnThread();
#endif
} else {
printf("Created QuickTime movie: %s\n", name);
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
QT_CreateMyVideoTrack(rectx, recty);
}
}
}
void append_qt(struct RenderData *rd, int frame, int *pixels, int rectx, int 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
QT_DoAddVideoSamplesToMedia(frame, pixels, rectx, recty);
}
void end_qt(void) {
OSErr err = noErr;
short resId = movieInDataForkResID;
if(qtexport->theMovie) {
QT_EndCreateMyVideoTrack();
err = AddMovieResource (qtexport->theMovie, qtexport->resRefNum, &resId, qtexport->qtfilename);
CheckError(err, "AddMovieResource error");
err = QT_AddUserDataTextToMovie(qtexport->theMovie, "Made with Blender", kUserDataTextInformation);
CheckError(err, "AddUserDataTextToMovie error");
err = UpdateMovieResource(qtexport->theMovie, qtexport->resRefNum, resId, qtexport->qtfilename);
CheckError(err, "UpdateMovieResource error");
if(qtexport->resRefNum) CloseMovieFile(qtexport->resRefNum);
DisposeMovie(qtexport->theMovie);
printf("Finished QuickTime movie.\n");
}
ExitMoviesOnThread();
if(qtexport) {
MEM_freeN(qtexport);
qtexport = NULL;
}
}
void free_qtcomponentdata(void) {
if(qtdata) {
if(qtdata->theComponent) CloseComponent(qtdata->theComponent);
MEM_freeN(qtdata);
qtdata = NULL;
}
}
static void check_renderbutton_framerate(RenderData *rd)
{
// to keep float framerates consistent between the codec dialog and frs/sec button.
OSErr err;
err = SCGetInfo(qtdata->theComponent, scTemporalSettingsType, &qtdata->gTemporalSettings);
CheckError(err, "SCGetInfo fr error");
if( (rd->frs_sec == 24 || rd->frs_sec == 30 || rd->frs_sec == 60) &&
(qtdata->gTemporalSettings.frameRate == 1571553 ||
qtdata->gTemporalSettings.frameRate == 1964113 ||
qtdata->gTemporalSettings.frameRate == 3928227)) {;}
else {
if (rd->frs_sec_base > 0)
qtdata->gTemporalSettings.frameRate =
((float)(rd->frs_sec << 16) / rd->frs_sec_base) ;
}
err = SCSetInfo(qtdata->theComponent, scTemporalSettingsType, &qtdata->gTemporalSettings);
CheckError( err, "SCSetInfo error" );
if(qtdata->gTemporalSettings.frameRate == 1571553) { // 23.98 fps
qtdata->kVideoTimeScale = 24000;
qtdata->duration = 1001;
} else if (qtdata->gTemporalSettings.frameRate == 1964113) { // 29.97 fps
qtdata->kVideoTimeScale = 30000;
qtdata->duration = 1001;
} else if (qtdata->gTemporalSettings.frameRate == 3928227) { // 59.94 fps
qtdata->kVideoTimeScale = 60000;
qtdata->duration = 1001;
} else {
qtdata->kVideoTimeScale = (qtdata->gTemporalSettings.frameRate >> 16) * 100;
qtdata->duration = 100;
}
}
void quicktime_verify_image_type(RenderData *rd)
{
if (rd->imtype == R_QUICKTIME) {
if ((rd->qtcodecsettings.codecType== 0) ||
(rd->qtcodecsettings.codecSpatialQuality <0) ||
(rd->qtcodecsettings.codecSpatialQuality > 100)) {
rd->qtcodecsettings.codecType = kJPEGCodecType;
rd->qtcodecsettings.codec = (int)anyCodec;
rd->qtcodecsettings.codecSpatialQuality = (codecHighQuality*100)/codecLosslessQuality;
rd->qtcodecsettings.codecTemporalQuality = (codecHighQuality*100)/codecLosslessQuality;
rd->qtcodecsettings.keyFrameRate = 25;
rd->qtcodecsettings.bitRate = 5000000; //5 Mbps
}
}
}
int get_qtcodec_settings(RenderData *rd)
{
OSErr err = noErr;
// erase any existing codecsetting
if(qtdata) {
if(qtdata->theComponent) CloseComponent(qtdata->theComponent);
free_qtcomponentdata();
}
// allocate new
qtdata = MEM_callocN(sizeof(QuicktimeComponentData), "QuicktimeComponentData");
qtdata->theComponent = OpenDefaultComponent(StandardCompressionType, StandardCompressionSubType);
// get previous selected codecsetting, from qtatom or detailed settings
if(rd->qtcodecdata && rd->qtcodecdata->cdParms) {
QT_GetCodecSettingsFromScene(rd);
} else {
SCGetInfo(qtdata->theComponent, scDataRateSettingsType, &qtdata->aDataRateSetting);
SCGetInfo(qtdata->theComponent, scSpatialSettingsType, &qtdata->gSpatialSettings);
SCGetInfo(qtdata->theComponent, scTemporalSettingsType, &qtdata->gTemporalSettings);
qtdata->gSpatialSettings.codecType = rd->qtcodecsettings.codecType;
qtdata->gSpatialSettings.codec = (CodecComponent)rd->qtcodecsettings.codec;
qtdata->gSpatialSettings.spatialQuality = (rd->qtcodecsettings.codecSpatialQuality * codecLosslessQuality) /100;
qtdata->gTemporalSettings.temporalQuality = (rd->qtcodecsettings.codecTemporalQuality * codecLosslessQuality) /100;
qtdata->gTemporalSettings.keyFrameRate = rd->qtcodecsettings.keyFrameRate;
qtdata->aDataRateSetting.dataRate = rd->qtcodecsettings.bitRate;
qtdata->gSpatialSettings.depth = rd->qtcodecsettings.colorDepth;
qtdata->aDataRateSetting.minSpatialQuality = (rd->qtcodecsettings.minSpatialQuality * codecLosslessQuality) / 100;
qtdata->aDataRateSetting.minTemporalQuality = (rd->qtcodecsettings.minTemporalQuality * codecLosslessQuality) / 100;
qtdata->aDataRateSetting.frameDuration = rd->frs_sec;
SetMovieTimeScale(qtexport->theMovie, rd->frs_sec_base*1000);
err = SCSetInfo(qtdata->theComponent, scTemporalSettingsType, &qtdata->gTemporalSettings);
CheckError(err, "SCSetInfo1 error");
err = SCSetInfo(qtdata->theComponent, scSpatialSettingsType, &qtdata->gSpatialSettings);
CheckError(err, "SCSetInfo2 error");
err = SCSetInfo(qtdata->theComponent, scDataRateSettingsType, &qtdata->aDataRateSetting);
CheckError(err, "SCSetInfo3 error");
}
2003-05-21 02:26:45 +00:00
check_renderbutton_framerate(rd);
return err;
}
2003-05-21 02:26:45 +00:00
int request_qtcodec_settings(RenderData *rd)
{
OSErr err = noErr;
// put up the dialog box - it needs to be called from the main thread
err = SCRequestSequenceSettings(qtdata->theComponent);
2003-05-09 12:45:59 +00:00
if (err == scUserCancelled) {
return 0;
}
// update runtime codecsettings for use with the codec dialog
SCGetInfo(qtdata->theComponent, scDataRateSettingsType, &qtdata->aDataRateSetting);
SCGetInfo(qtdata->theComponent, scSpatialSettingsType, &qtdata->gSpatialSettings);
SCGetInfo(qtdata->theComponent, scTemporalSettingsType, &qtdata->gTemporalSettings);
//Fill the render QuicktimeCodecSettings struct
rd->qtcodecsettings.codecTemporalQuality = (qtdata->gTemporalSettings.temporalQuality * 100) / codecLosslessQuality;
//Do not override scene frame rate (qtdata->gTemporalSettings.framerate)
rd->qtcodecsettings.keyFrameRate = qtdata->gTemporalSettings.keyFrameRate;
rd->qtcodecsettings.codecType = qtdata->gSpatialSettings.codecType;
rd->qtcodecsettings.codec = (int)qtdata->gSpatialSettings.codec;
rd->qtcodecsettings.colorDepth = qtdata->gSpatialSettings.depth;
rd->qtcodecsettings.codecSpatialQuality = (qtdata->gSpatialSettings.spatialQuality * 100) / codecLosslessQuality;
rd->qtcodecsettings.bitRate = qtdata->aDataRateSetting.dataRate;
rd->qtcodecsettings.minSpatialQuality = (qtdata->aDataRateSetting.minSpatialQuality * 100) / codecLosslessQuality;
rd->qtcodecsettings.minTemporalQuality = (qtdata->aDataRateSetting.minTemporalQuality * 100) / codecLosslessQuality;
//Frame duration is already known (qtdata->aDataRateSetting.frameDuration)
QT_SaveCodecSettingsToScene(rd);
// framerate jugglin'
if(qtdata->gTemporalSettings.frameRate == 1571553) { // 23.98 fps
qtdata->kVideoTimeScale = 24000;
qtdata->duration = 1001;
rd->frs_sec = 24;
rd->frs_sec_base = 1.001;
} else if (qtdata->gTemporalSettings.frameRate == 1964113) { // 29.97 fps
qtdata->kVideoTimeScale = 30000;
qtdata->duration = 1001;
rd->frs_sec = 30;
rd->frs_sec_base = 1.001;
} else if (qtdata->gTemporalSettings.frameRate == 3928227) { // 59.94 fps
qtdata->kVideoTimeScale = 60000;
qtdata->duration = 1001;
rd->frs_sec = 60;
rd->frs_sec_base = 1.001;
} else {
double fps = qtdata->gTemporalSettings.frameRate;
qtdata->kVideoTimeScale = 60000;
qtdata->duration = qtdata->kVideoTimeScale / (qtdata->gTemporalSettings.frameRate / 65536);
if ((qtdata->gTemporalSettings.frameRate & 0xffff) == 0) {
rd->frs_sec = fps / 65536;
rd->frs_sec_base = 1.0;
} else {
/* we do our very best... */
rd->frs_sec = fps / 65536;
rd->frs_sec_base = 1.0;
}
}
return 1;
}
#endif /* _WIN32 || __APPLE__ */
#endif /* WITH_QUICKTIME */