Giant commit!
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
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@@ -286,7 +286,7 @@ void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, void *
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glPixelStorei(GL_UNPACK_ROW_LENGTH, lrowlength);
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}
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void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int format, int type, void *rect)
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void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect)
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{
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float xzoom= glaGetOneFloat(GL_ZOOM_X);
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float yzoom= glaGetOneFloat(GL_ZOOM_Y);
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@@ -338,25 +338,25 @@ void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int format, int t
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glaRasterPosSafe2f(rast_x, rast_y, 0, 0);
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, row_w);
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if(format==GL_LUMINANCE || format==GL_RED) {
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if(type==GL_FLOAT) {
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float *f_rect= (float *)rect;
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glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*img_w + off_x));
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glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*row_w + off_x));
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}
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else if(type==GL_INT || type==GL_UNSIGNED_INT) {
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int *i_rect= (int *)rect;
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glDrawPixels(draw_w, draw_h, format, type, i_rect + (off_y*img_w + off_x));
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glDrawPixels(draw_w, draw_h, format, type, i_rect + (off_y*row_w + off_x));
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}
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}
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else { /* RGBA */
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if(type==GL_FLOAT) {
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float *f_rect= (float *)rect;
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glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*img_w + off_x)*4);
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glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*row_w + off_x)*4);
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}
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else if(type==GL_UNSIGNED_BYTE) {
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unsigned char *uc_rect= (unsigned char *) rect;
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glDrawPixels(draw_w, draw_h, format, type, uc_rect + (off_y*img_w + off_x)*4);
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glDrawPixels(draw_w, draw_h, format, type, uc_rect + (off_y*row_w + off_x)*4);
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}
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}
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