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blender-archive/source/blender/include/interface.h
Ton Roosendaal 042d612df2 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

238 lines
5.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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 Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef INTERFACE_H
#define INTERFACE_H
#include "BIF_resources.h"
/* general defines */
#define UI_MAX_DRAW_STR 400
#define UI_MAX_NAME_STR 64
#define UI_ARRAY 29
/* panel limits */
#define UI_PANEL_MINX 100
#define UI_PANEL_MINY 70
/* uiBut->flag */
#define UI_SELECT 1
#define UI_MOUSE_OVER 2
#define UI_ACTIVE 4
#define UI_HAS_ICON 8
/* warn: rest of uiBut->flag in BIF_interface.c */
/* internal panel drawing defines */
#define PNL_GRID 4
#define PNL_DIST 8
#define PNL_SAFETY 8
#define PNL_HEADER 20
/* panel->flag */
#define PNL_SELECT 1
#define PNL_CLOSEDX 2
#define PNL_CLOSEDY 4
#define PNL_CLOSED 6
#define PNL_TABBED 8
#define PNL_OVERLAP 16
/* Button text selection:
* extension direction, selextend, inside ui_do_but_TEX */
#define EXTEND_LEFT 1
#define EXTEND_RIGHT 2
#define SELWIDTH (but->selend - but->selsta)
typedef struct {
short xim, yim;
unsigned int *rect;
short xofs, yofs;
} uiIconImage;
typedef struct {
short mval[2];
short qual, val;
int event;
} uiEvent;
typedef struct {
void *xl, *large, *medium, *small;
} uiFont;
typedef struct uiLinkLine { /* only for draw/edit */
struct uiLinkLine *next, *prev;
short flag, pad;
struct uiBut *from, *to;
} uiLinkLine;
typedef struct {
void **poin; /* pointer to original pointer */
void ***ppoin; /* pointer to original pointer-array */
short *totlink; /* if pointer-array, here is the total */
short maxlink, pad;
short fromcode, tocode;
ListBase lines;
} uiLink;
struct uiBut {
struct uiBut *next, *prev;
short type, pointype, bit, bitnr, retval, strwidth, ofs, pos, selsta, selend;
int flag;
char *str;
char strdata[UI_MAX_NAME_STR];
char drawstr[UI_MAX_DRAW_STR];
float x1, y1, x2, y2;
char *poin;
float min, max;
float a1, a2, hsv[3]; // hsv is temp memory for hsv buttons
float aspect;
void (*func)(void *, void *);
void *func_arg1;
void *func_arg2;
void (*embossfunc)(int , int , float, float, float, float, float, int);
void (*sliderfunc)(int , float, float, float, float, float, float, int);
void (*autocomplete_func)(char *, void *);
void *autofunc_arg;
uiLink *link;
char *tip, *lockstr;
int themecol; /* themecolor id */
void *font;
BIFIconID icon;
short but_align; /* aligning buttons, horiz/vertical */
short lock, win;
short iconadd, dt;
/* IDPOIN data */
uiIDPoinFuncFP idpoin_func;
ID **idpoin_idpp;
/* BLOCK data */
uiBlockFuncFP block_func;
/* BUTM data */
void (*butm_func)(void *arg, int event);
void *butm_func_arg;
/* pointer back */
uiBlock *block;
};
struct uiBlock {
uiBlock *next, *prev;
ListBase buttons;
Panel *panel;
char name[UI_MAX_NAME_STR];
float winmat[4][4];
float minx, miny, maxx, maxy;
float aspect;
void (*butm_func)(void *arg, int event);
void *butm_func_arg;
void (*func)(void *arg1, void *arg2);
void *func_arg1;
void *func_arg2;
/* extra draw function for custom blocks */
void (*drawextra)();
int themecol; /* themecolor id */
short font; /* indices */
int afterval, flag;
void *curfont;
short autofill, win, winq, direction, dt;
short needflush, auto_open, in_use, pad; //flush see below
void *overdraw;
struct uiBlock *parent; // nested pulldowns
float xofs, yofs; // offset to parent button
rctf parentrct; // for pulldowns, rect the mouse is allowed outside of menu (parent button)
rctf safety; // pulldowns, to detect outside, can differ per case how it is created
rctf flush; // rect to be flushed to frontbuffer
int handler; // for panels in other windows than buttonswin... just event code
};
/* interface.c */
extern void ui_graphics_to_window(int win, float *x, float *y);
extern void ui_graphics_to_window_rct(int win, rctf *graph, rcti *winr);
extern void ui_window_to_graphics(int win, float *x, float *y);
extern void ui_block_flush_back(uiBlock *block);
extern void ui_block_set_flush(uiBlock *block, uiBut *but);
extern void ui_check_but(uiBut *but);
extern double ui_get_but_val(uiBut *but);
extern void ui_get_but_vectorf(uiBut *but, float *vec);
extern void ui_set_but_vectorf(uiBut *but, float *vec);
extern void ui_autofill(uiBlock *block);
/* interface_panel.c */
extern void ui_draw_panel(uiBlock *block);
extern void ui_do_panel(uiBlock *block, uiEvent *uevent);
extern void ui_scale_panel(uiBlock *block);
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
extern void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
/* interface_draw.c */
extern void ui_set_embossfunc(uiBut *but, int drawtype);
extern void ui_draw_but(uiBut *but);
extern void ui_rasterpos_safe(float x, float y, float aspect);
extern void ui_draw_tria_icon(float x, float y, float aspect, char dir);
extern void ui_draw_anti_x(float x1, float y1, float x2, float y2);
#endif