This is a revision of the old NeoGeo raytracer, dusted off, improved quite
a lot, and nicely integrated in the rest of rendering pipeline.
Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the
Material a "RayMirror" value.
It has been added for 2 reasons:
- get feedback on validity... I need artists to play around with it if it's
actually useful. It still *is* raytracing, meaning complex scenes will
easily become slow.
- for educational purposes. All raytracing happens in ray.c, which can be
quite easily adjusted for other effects.
When too many disasters pop up with this, I'll make it a compile #ifdef.
But so far, it seems to do a decent job.
Demo files: http://www.blender.org/docs/ray_test.tgz
An article (tech) about how it works, and about the new octree invention
will be posted soon. :)
Note: it doesn't work with unified render yet.
thus also preserved over exiting/entering editmode (is this desirable?)
Can be turned off easily ...
- "Half-fixes" lost UV info problem with undo. I couldn't get it to
crash or lose UV info anymore, but we now have a memory leak (me->tface).
Ton, please check this!
(unless you manually install font)
- Bug fix: string for AA font was only 64 chars... made 256.
- Changed API for buttons aligning... it now detects automatic what rows
are, or collums, and aligns buttons. This makes call easier:
uiBlockBeginAlign(block);
... defBut....
uiBlockEndAlign(block);
Only works when you provide buttons in row order!
- made sure only 'rounded' theme uses this align stuff
- still work in progress.. I commit now because I leave to denmark for 2 days!
http://www.blender.org/bf/rt.jpg <- now also groups with rows+collums
This is a temporary fix, but a complete fix will require a rewrite of of some part of the where_is_object function, and that would take too much time before 2.31.
when using linked-duplicated mesh, with subsurf and tfaces (UV texture)
the render crashed.
Found out the renderloop makes a new displaylist for each Mesh, also when
it is linked multiple times. That way pointers to previous created elements
in displaylists become invalid. Crash!
Result now it even renders faster for linked-duplis. :)
standard starts with 0.5 sec. Turn the threshold value up to effectively
disable it when you dislike it. But give it a try!
- added 'Home' after splitting window for buttonswindow
- nkey menu for buttonswindow (hex values) couldnt be restored yet, is
for next release
- replaced Nkey in IpoWindow with Panel, this now displays the buttons
that were formerly in 'anim buttons' as well; to view the boundbox
values of all visible curves, and adjust it.
- the new panel also has the 'set speed' option, fixed stuff in it and
added better errorwarning... still not a very well coded tool!
You now can adjust the way the default 'solid opengl' drawing happens.
It provides three lights now, all still located around your viewpoint.
In the UserSettings menu you can set them on/off, give location and
color / specularity.
Very nice to enhance modeling in solid drawmode :)
By default blender starts with 2 lights on now, but this is something we
can define in the default .b.blend later on.
- transparent faces in editmode don't write in zbuffer anymore (prevents
drawing errors) but still read (so behind the subsurf faces for example)
- improved drawing 'handles' for subsurf editing
- going in editmode to Solid view, will draw extra wire always, including
transparent faces when set
- works in all combos... http://www.blender.org/docs/ton/subsurf.html
- fixed error; padplus/padminus didnt work in buttonswindow anymore
- improved buttonswin: when dragging window edge, the buttons dont
rescale, but stay same size
Axis options for TrackTo
LockTrack
FollowPath
Auto creation of TrackTo constraint from Ctrl-T (old track still an option)
Auto creation of FollowPath when parenting to path (Normal parent still an option)
Backward compatibility stuff to convert the per object axis settings to per constraint when a Track constraint is present.
Function to convert old track to constraint (commented out)
Revamped the constraints interface with Matt's work from tuhopuu and the stuff we were discussing earlier.
--------------------
For coders:
unique_constraint_name and *new_constraint_data moved to the kernel (constraint.c)
new Projf function in arithb gives the projection of a vector on another vector
add_new_constraint now takes a constraint type (int) parameter
add_constraint_to_object(bConstraint *con, Object *ob) to link a constraint to an object
add_constraint_to_client(bConstraint *con) to link constraint to current client (object or bone)
add_influence_key_to_constraint (bConstraint *con) to (eventually) add a keyframe to the influence IPO of a constraint
can be found under the 'SubSurf' button.
Optimal drawing only shows the subdivided original edges. Quite nice!
And; it's a load faster!
- to evaluate: do we want this in editmode too?
- changed the BIF_DrawString() function. it used to work different for
AA fonts as for default fonts. Now it's identical. Setting color for fonts
can just be done with OpenGL, for both font types.
Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
calls can now be done with a BIF_ThemeColor() call, including fonts and
buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
colorshading and blending... which was per pixel a load of code!
Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
1. main drawing function for text and icons
2. free definable callback for button itself
3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
UI_EMBOSS : the themable drawing style
UI_EMBOSSP: the pulldown menu system (apart from color not themable)
UI_EMBOSSN: draw nothing, only text and/or icon
UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
User Info:
Pressing UKey in mesh edit mode now undoes only last step. Undo can save
upto 64 steps of undo info. This is configurable under User Prefs->
Edit Methods. The default is 32. High numbers of undo steps use a
lot of memory, since each step stores a copy of the mesh.
Shift-U redoes the last undone step (Undoes the undo.)
Alt-U brings up a menu of possible steps that can be undone. Selecting
an item on the list undoes that item plus all items before it on the list.
The top selection "Undo All" is identical to the old Ukey. It undoes
all editing since entering Editmode, even if all regular undo steps are
used up.
Undo info is only saved for one object at a time. You can leave and re-
enter editmode for the same object, and all undo steps for that object are
preserved. Undo info for an object is lost once a different object is
edited.
Coder Info:
In order for undo to work, a checkpoint save has to be made. This is
done with a call to undo_push_mesh("name of step"). This should be done
after the last quick abort for a function (typ. the
"if (G.obedit==0) return;", or similar). the undo_push_mesh() does alter some
flags, so don't try to be too tricky and call undo_push_mesh() too late.
The step name is what shows up in the undo_menu. The name "U" is reserved.
- panels work
- ipo window done
- buttonswindow done
Please be warned that saving Themes now wont work... it will also save
BLACK for all uninitalized colors... so dont panic when you see weird
things, just go back the default theme and copy a new one.
input
- was needed for usage of this windowtype (headerless) as 'timeline'
dragger, which was supposed to be...
- as extra I fixed 'home', it sets start/end frame for sound window
- at mouselocation the current frame or time is printed
- rightmouse menu switches seconds/frames (should be in header as option...)
- displaybutton 'frs/sec/' updates soundwindow too
So, its not perfect... but try opening a tiny high headerless audio
window on top of buttonswin or somewhere full width. not bad...
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
I had to clean up very old calls to switch matrices for 3d windows.
To make it more clear, I've introduced defines for the infamous persp()
function:
persp(PERSP_WIN); sets matrices at pixel level window
persp(PERSP_VIEW); restores matrices back to 3d drawing
persp(PERSP_STORE); only called once, to store correct matrices
I will now check on frontbuffer drawing of vertices... it's very doubtful
if it's used still correctly, was only meant for visual speed in the
early nineties you know. :)
- you can close them (x icon) or press ESC
- option to open panel at mouse location (try Nkey)
- using 'collapse' (triangle icon) stows header in bottom
- opening again restores at old location
- dragging panels or zooming clips nicely with window
evaluate: an 'auto close' when mouse goes outside panel
Warning: vertex selecting still broken! :) It's 2 am now, bedtime...
window (type)
- each SpaceData struct (not the window!) can get 'block handlers'
assigned, basically event codes that invoke drawing button panels.
- this is saved in files, and Panels behave in any window like it does now
in buttonswindow
- it also means that a 'space window' should leave with a matrix set for
buttons level
- try it in view3d header menu, 'view'->'backdrop'. this opens the old
viewbuttons
- it all works non blocking! instant updates of viewbuttons visible in
3d window now.
Not done yet:
- checking and fixing frontbuffer drawing (select a wireframe draws over)
- temporally vertices cannot be selected, is my next project
- closing or hiding Panels...
- styling stuff... i committed for others to review as well.
Have fun. this is certainly a huge improvement over the old viewbuttons!
- in 'Horizontal Align' mode, Panels now close as a vertical bar
- switching align modes, also switches how closed Panels are drawn
- opengl nor ftgl support vertical string drawing... so for now it only
draws the capitals of the Panel title in a horizontal collapsed header
- converted sound buttons, part of Scene
- special request Matt: headers of windows 2 pixels higher! (test)
- special request Stefano: icons instead of menu for buttons-header
- 'data browse' buttons now almost all in buttonswindow.
- almost all buttons have been panelized now.
next stage: cleaning up usage of color in Blender, to allow presests!
- menu auto open now is user preset, including 2 thresholds you can set
- hilites of pulldown menus were not cleared, fixed
- changed F4 key to logic. F5 will show lamp buttons, when lamp active
- in 'shader context' buttons, clicking camera will show world
- Converted lamp buttons and world buttons, they're pretty!
- menu auto open now is user preset, including 2 thresholds you can set
- hilites of pulldown menus were not cleared, fixed
- changed F4 key to logic. F5 will show lamp buttons, when lamp active
- in 'shader context' buttons, clicking camera will show world
First, check on the new files, which are listed below.
The new butspace.h is a local include, only to be used for the buttons
drawn in the buttonswindow.
- editbuts, animbuts, gamebuts, displaybuts, paintbuts, work now
- i quite completely reorganized it, it's now nicely telling you what
context it is in
- sorting error in panel align fixed (tabs were flipping)
- align works correctly automatic when you click around in Blender
- editsca.c renamed to buttons_logic.h
- button names are truncated from the right for allmost all buttons
(except text buttons and number buttons)
- while dragging panels, you cannot move them outside window anymore
And of course fixed loads of little bugs I encountered while testing
it all. This is a version I really need good test & feedback for.
Next step: restoring material/lamp/texture/world
- automatic pulldown opening can now be controlled ( user setting?)
it has two thresholds:
- when no menu was opened before, it waits A milliseconds
- when (in the same block a menu was opened, it waits B millisec.
Currently A= 0.4 sec, B= 0.1 (or so)
- 3d window header; brought back old drawtype menu (test, compare!)
- another test: the old menubutton doesnt work anymore with hold-mouse
only, you can also use it as the other popups (old method still works)
- proposal; all buttons that pop up a block, get special drawtype (arrows)
this is part 1 of the UI makeover. It has:
- menu system from Matt integrated
- buttons drawing from Matt
- generic button panel system implemented
- converted displaybuttons (not the rest yet)
- cleaned up a lot in drawing spaces itself, to make it aligned and pixel exact.
- cleaned loads of little compiler warnings, protos...
still a lot of work needed, will all be in next week i hope!
(warn: 2 new c files! butspace.c and buttons_scene.c)
Multiple environments now can be rendered in one pass. Previously the other objects with environment maps didn't show up in a reflection. Like this:
http://www.blender.org/bf/dep.jpg
By default, Blender renders now this result:
http://www.blender.org/bf/dep0.jpg
For a further 'recursive ray-tracing effect' you can give each EnvMap texture a higher "Depth" value. Here is a result with depth set at '2':
http://www.blender.org/bf/dep2.jpg
Related new options:
- in (F10) DisplayButtons, environment map rendering can be turned on and off.
- in EnvMap texture buttons you can free all environment maps
- Environment map sizes are also reduced with the (F10) 'percentage' option.
Tech note: with this commit the VlakRen struct has on *ob pointer!
- added new MetaElem types (plane, elipsoid and cube) old TubeX, TubeY and TubeZ will not be supported
- new buttons in Edit button window (dx, dy, dz)
- added new items into the headers menu and toolbox menu
more details at: http://blender.webpark.cz
- the link order for Blender has changed, the libradiosity.a has to be moved after the librender.a (obviously for a new dependency!). Check blender/source/Makefile
- there's a new file: blender/source/radiosity/intern/source/radrender.c
Here's what the new code does:
Using the core routines of the Radiosity tool, each renderface with 'emit material' and each renderface with 'radio material flag' set will be used to itterate to a global illumination solution. Per face with high energy (emit) little images are rendered (hemicubes) which makes up lookup tables to 'shoot' its energy to other faces.
In the end this energy - color - then is directly added to the pixel colors while rendering, Gouraud shaded.
Since it's done with renderfaces, it works for all primitives in Blender.
What is doesn't do yet:
- take into account textured color of faces. Currently it uses the material RGB color for filtering distributed energy.
- do some smart pre-subdividing. I don't know yet if this is useful... Right now it means that you'll have to balance the models yourself, to deliver small faces where you want a high accuracy for shadowing.
- unified render (is at my todo list)
User notes:
- per Material you want to have included in radiosity render: set the 'radio' flag. For newly added Materials it is ON by default now.
- the Ambient slider in Material controls the amount of radiosity color.
- for enabling radiosity rendering, set the F10 "Radio" button.
- the Radiosity buttons now only show the relevant radiosity rendering options. Pressing "collect meshes" will show all buttons again.
- for meshes, the faces who use Radio material always call the 'autosmooth' routine, this to make sure sharp angles (like corners in a room) do not have shared vertices. For some smooth models (like the raptor example) you might increase the standard smoothing angle from 30 to 45 degree.
Technical notes:
- I had to expand the renderface and rendervertices for it... shame on me! Faces have one pointer extra, render vertices four floats...
- The size of the hemicubes is now based at the boundbox of the entire scene (0.002 of it). This should be more reliable... to be done
- I fixed a bug in radiosity render, where sometimes backfaces where lit
In general:
I'd like everyone to play a bit with this system. It's not easy to get good results with it. A simple "hit and go" isn't there... maybe some good suggestions?
(mesh or lattice) RVK IpoCurves: support currently includes:
- RVK sliders. Pressing the little triangle next to
the word 'sliders' in the channel names opens them up.
- NKEY in the area where the key block names are allows the
user to change the name of the keyblock, and the max and min
values of the RVK sliders.
- ability to visualize the keyframes for the IpoCurves when
the object is selected.
- right mouse can be used to select the keys
- border select in the main area can be used to border
select keys.
- AKEY selects/deselects all of the keys
- GKEY and SKEY can be used to grab or scale the key
selections.
- XKEY deletes the selected keys.
- DKEY duplicated the selected keys.
- VKEY, HKEY and shift-HKEY change the bezier handles for
the selected keys.
Please, please, please test!
do a make clean in source/blender/ to be sure!
- Included the new shaders from Cessen... well, only the shader calls
themselves. To make sure the shaders work I nicely integrated it
- MaterialButtons: layout changed a bit, but still resembles the old
layout. The 'shader' options now are located together.
- Shaders are separated in 'diffuse' and 'specular'. You can combine them
freely.
- diffuse Lambert: old shader
diffuse Oren Nayar: new shader, gives sandy/silky/skinny material well
diffuse Toon: for cartoon render
- specular Phong: new spec, traditional 70ies spec
specular CookTorr: a reduced version of cook torrance shading, does
off specular peak well
specular Blinn: new spec, same features as CookTorr, but with extra
'refraction' setting
specular Toon: new spec for cartoon render
- default blender starts with settings that render compatible!
- works in shaded view and preview-render
- works in unified render
Further little changes:
- removed paranoia compile warnings from render/loader/blenlib
- and the warnings at files I worked at were removed.
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
Florian Eggenburger).
Full instructions are in doc/README.windows-gcc.
Main differences from Florian's patch:
- the 'lib' dir should now be the same level as the 'blender' dir (rather
than being a subdir of 'blender'). This is consistent with the other
platforms that bf-blender supports (tuhopuu will also adopt this convention
hopefully soon).
- the script 'free_windows-env.mk' is no longer needed ... see the
docs about how this is overcome (again, tuhopuu will hopefully
also follow this route soon).
- the dlltool dir has it's own Makefile that builds all of the
needed stub libraries from the dll's in cvs.
This enables Blender to;
- have scenes with different codec settings. (same as avicodec)
- render directly without dialog.
- batch/background render to Quicktime movies.
Only tested on windows. ;)
All modifications are behind compileflag INTERNATIONAL,
and affect these two directories; source/blender/src and
source/blender/ftfont.
Thanks to philipp, a new utf8towchar() function is added
to Shizu's work, which fixes the international support for
OSX. It also makes the iconv library obsolete. This means
all translation files (blender.mo) need to be 'recoded' to
UTF-8, and language support in the fileselect window and
the text editor is not possible. Iconv might be added in
the future to enable these features.
Redesigned the userpreference window layout. (not finished yet)
Enhanced the texteditor with; a rightmousemenu, clipboard text
support (for windows !) and the alt-m keystroke generates a 3d
text object. (up to 1000 characters)
(1, 2, 3, 4 and 7 from http://www.tncci.com/blender/feats.html)
This code allows you to load Quicktime images and movies as textures
and render animations to Quicktime movies.
Note that the selected output codec is *not* saved in the blendfile.
To enable Quicktime functionality you need the SDK from Apple:
OSX: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Mac.hqx
Win: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Win.hqx
Add the \QTDevWin\CIncludes and \QTDevWin\Libraries directories
from this SDK to your build environment.
Enable the WITH_QUICKTIME compile flag in the following directories:
bf\blender\source\blender\imbuf
bf\blender\source\blender\src
bf\blender\source\blender\render
bf\blender\source\creator