draws into the
frame.
This patch includes some changes I made...
* use blenders bitmap fonts (rather then own fonts)
* select font size
* user interface layout changes
* Marker as another image stamp option
Also added some new API calls
BMF_GetFontHeight(font);
BMF_DrawStringBuf(...); - so we can draw text into an imbuf's image buffer.
get_frame_marker(frame) - get the last marker from the frame.
IMB_rectfill_area(...) - fill in an image buffer with a rectangle area of color.
TODO - draw stamp info in 3d view, at the moment it just displays in the animation.
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html
Or in short:
- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images
Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
- It saves a file with indicated type on each change, with number
appended denoting the current frame (like ANIM saving).
- Output filename button supports relative paths ("//")
- Shows optional preview image too
- For now, added a print on each file save as feedback
To make this option work nicely, changed the BKE_makepicstring() function
to have less globals inside, so it is more generic. Todo: allow amount of
digits in filenames to be set (to support files like tmp_123456.jpg)
Hurmf, then you bring back old backbuffer, and they want to have fields
work on that!
OK... here it is. Although using Compositor features will make this much
easier and advanced to control. :)
- Compositor now frees memory of buffers internally used in groups
immediately. This wasn't part of the event-based cache anyway
- New option: "Free Texture Images" (in render Output panel). This
frees after each render of each scene all images and mipmaps as
used by textures. As reference it prints total amount of MB freed.
- Render stage 'creating speed vectors' had no ESC checking yet
- Made drawing scanline updates during render draw 1 scanline less...
dunno, still hunting for weird opengl crashes.
- 3D preview render didn't properly skip sequence or composit render.
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!
- Move UVTEXTTOOL variables into global Gip struct (like Gvp for
vertex paint). This will probably be moved into SpaceImage later,
so it is saved with the .blend file.
- Disable tool drawing. a better solution needs to be found.
- Panel button layout is still the same, this will change.
- Removed the NAN_TPT define, it has no use anymore.
This fixes the active object in place when orbiting the view.
Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html
Image Memory Grabage Collection
This adds memory handling to the image code. An image is tagged each time it is used.
During a collection cycle (frequency of cycles is user defined), if an image is older
than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers.
Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram.
Notes:
Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image.
I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful.
Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed.
Collecting is called in draw_object, most likely not the best place to do it.
Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened)
Userpref DNA changes:
I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy.
Info window changes:
I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer.
Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this.
Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu