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!
140 lines
5.0 KiB
C++
140 lines
5.0 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*
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*/
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#ifndef BSE_SEQUENCE_H
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#define BSE_SEQUENCE_H
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struct PluginSeq;
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struct StripElem;
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struct Strip;
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struct Sequence;
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struct ListBase;
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struct Editing;
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struct ImBuf;
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struct Scene;
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void open_plugin_seq(struct PluginSeq *pis, char *seqname);
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struct PluginSeq *add_plugin_seq(char *str, char *seqname);
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void free_plugin_seq(struct PluginSeq *pis);
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void free_stripdata(int len, struct StripElem *se);
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void free_strip(struct Strip *strip);
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void new_stripdata(struct Sequence *seq);
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void free_sequence(struct Sequence *seq);
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void do_seq_count(struct ListBase *seqbase, int *totseq);
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void do_build_seqar(struct ListBase *seqbase, struct Sequence ***seqar, int depth);
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void build_seqar(struct ListBase *seqbase, struct Sequence ***seqar, int *totseq);
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void free_editing(struct Editing *ed);
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void calc_sequence(struct Sequence *seq);
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void sort_seq(void);
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void clear_scene_in_allseqs(struct Scene *sce);
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void do_alphaover_effect(float facf0,
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float facf1,
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int x, int y,
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unsigned int *rect1,
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unsigned int *rect2,
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unsigned int *out);
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void do_alphaunder_effect(float facf0, float facf1,
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int x, int y,
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unsigned int *rect1, unsigned int *rect2,
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unsigned int *out);
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void do_cross_effect(float facf0, float facf1,
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int x, int y,
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unsigned int *rect1, unsigned int *rect2,
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unsigned int *out);
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void do_gammacross_effect(float facf0, float facf1,
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int x, int y,
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unsigned int *rect1, unsigned int *rect2,
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unsigned int *out);
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void do_add_effect(float facf0, float facf1,
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int x, int y,
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unsigned int *rect1, unsigned int *rect2,
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unsigned int *out);
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void do_sub_effect(float facf0, float facf1,
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int x, int y,
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unsigned int *rect1, unsigned int *rect2,
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unsigned int *out);
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void do_drop_effect(float facf0, float facf1,
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int x, int y,
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unsigned int *rect2i, unsigned int *rect1i,
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unsigned int *outi);
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void do_drop_effect2(float facf0, float facf1,
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int x, int y,
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unsigned int *rect2, unsigned int *rect1,
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unsigned int *out);
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void do_mul_effect(float facf0, float facf1,
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int x, int y,
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unsigned int *rect1, unsigned int *rect2,
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unsigned int *out);
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/* Wipe effect */
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enum {DO_SINGLE_WIPE, DO_DOUBLE_WIPE, DO_BOX_WIPE, DO_CROSS_WIPE,
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DO_IRIS_WIPE,DO_CLOCK_WIPE};
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float in_band(float width,float dist, float perc,int side,int dir);
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float check_zone(int x, int y, int xo, int yo, struct Sequence *seq, float facf0);
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void init_wipe_effect(struct Sequence *seq);
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void do_wipe_effect(struct Sequence *seq, float facf0, float facf1, int x, int y, unsigned int *rect1, unsigned int *rect2, unsigned int *out);
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/* Glow effect */
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enum {
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GlowR=0,
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GlowG=1,
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GlowB=2,
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GlowA=3
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};
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void RVBlurBitmap2( unsigned char* map, int width, int height, float blur, int quality);
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void RVIsolateHighlights (unsigned char* in, unsigned char* out, int width, int height, int threshold, float boost, float clamp);
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void RVAddBitmaps (unsigned char* a,unsigned char* b, unsigned char* c, int width, int height);
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void init_glow_effect(struct Sequence *seq);
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void do_glow_effect(struct Sequence *seq, float facf0, float facf1, int x, int y, unsigned int *rect1, unsigned int *rect2, unsigned int *out);
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void make_black_ibuf(struct ImBuf *ibuf);
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void multibuf(struct ImBuf *ibuf, float fmul);
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void do_effect(int cfra, struct Sequence *seq, struct StripElem *se);
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int evaluate_seq_frame(int cfra);
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struct StripElem *give_stripelem(struct Sequence *seq, int cfra);
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void set_meta_stripdata(struct Sequence *seqm);
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void do_seq_count_cfra(struct ListBase *seqbase, int *totseq, int cfra);
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void do_build_seqar_cfra(struct ListBase *seqbase, struct Sequence ***seqar, int cfra);
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struct ImBuf *give_ibuf_seq(int rectx, int recty, int cfra);
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void free_imbuf_effect_spec(int cfra);
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void free_imbuf_seq_except(int cfra);
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void free_imbuf_seq(void);
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/* still bad level call... */
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struct RenderResult;
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void do_render_seq(struct RenderResult *rr);
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#endif
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