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!
111 lines
3.7 KiB
C++
111 lines
3.7 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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* General operations, lookup, etc. for blender objects.
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*/
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#ifndef BKE_OBJECT_H
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#define BKE_OBJECT_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Base;
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struct Object;
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struct Camera;
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struct BoundBox;
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struct View3D;
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struct SoftBody;
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void clear_workob(void);
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void copy_baseflags(void);
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void copy_objectflags(void);
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struct SoftBody *copy_softbody(struct SoftBody *sb);
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void update_base_layer(struct Object *ob);
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void free_object(struct Object *ob);
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void object_free_display(struct Object *ob);
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void object_free_modifiers(struct Object *ob);
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void unlink_object(struct Object *ob);
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int exist_object(struct Object *obtest);
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void *add_camera(void);
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struct Camera *copy_camera(struct Camera *cam);
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void make_local_camera(struct Camera *cam);
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void *add_lamp(void);
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struct Lamp *copy_lamp(struct Lamp *la);
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void make_local_lamp(struct Lamp *la);
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void free_camera(struct Camera *ca);
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void free_lamp(struct Lamp *la);
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void *add_wave(void);
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struct Object *add_object(int type);
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void base_init_from_view3d(struct Base *base, struct View3D *v3d);
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struct Object *copy_object(struct Object *ob);
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void expand_local_object(struct Object *ob);
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void make_local_object(struct Object *ob);
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void set_mblur_offs(float blur);
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void disable_speed_curve(int val);
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float bsystem_time(struct Object *ob, struct Object *par, float cfra, float ofs);
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void object_to_mat3(struct Object *ob, float mat[][3]);
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void object_to_mat4(struct Object *ob, float mat[][4]);
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void ob_parcurve(struct Object *ob, struct Object *par, float mat[][4]);
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void ob_parlimb(struct Object *ob, struct Object *par, float mat[][4]);
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void ob_parbone(struct Object *ob, struct Object *par, float mat[][4]); /* __NLA */
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void give_parvert(struct Object *par, int nr, float *vec);
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void ob_parvert3(struct Object *ob, struct Object *par, float mat[][4]);
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void set_no_parent_ipo(int val);
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void set_dtime(int dtime);
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void disable_where_script(short on);
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int during_script(void);
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void disable_where_scriptlink(short on);
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int during_scriptlink(void);
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void where_is_object_time(struct Object *ob, float ctime);
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void where_is_object(struct Object *ob);
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void where_is_object_simul(struct Object *ob);
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void what_does_parent(struct Object *ob);
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struct BoundBox *unit_boundbox(void);
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void boundbox_set_from_min_max(struct BoundBox *bb, float min[3], float max[3]);
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void minmax_object(struct Object *ob, float *min, float *max);
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void solve_tracking (struct Object *ob, float targetmat[][4]);
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void solve_constraints (struct Object *ob, short obtype, void *obdata, float ctime);
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void object_handle_update(struct Object *ob);
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#ifdef __cplusplus
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}
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#endif
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#endif
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