- Live scanline updates while rendering Using a timer system, each second now the tiles that are being processed are checked if they could use display. To make this work pretty, I had to use the threaded 'tile processor' for a single thread too, but that's now proven to be stable. Also note that these updates draw per layer, including ztransp progress separately from solid render. - Recode of ztransp OSA Until now (since blender 1.0) the ztransp part was fully rendered and added on top of the solid part with alpha-over. This adding was done before the solid part applied sub-pixel sample filtering, causing the ztransp layer to be always too blurry. Now the ztransp layer uses same sub=pixel filter, resulting in the same AA level (and filter results) as the solid part. Quite noticable with hair renders. - Vector buffer support & preliminary vector-blur Node Using the "Render Layer" panel "Vector" pass button, the motion vectors per pixel are calculated and stored. Accessible via the Compositor. The vector-blur node is horrible btw! It just uses the length of the vector to apply a filter like with current (z)blur. I'm committing it anyway, I'll experiment with it further, and who knows some surprise code shows up!
174 lines
5.3 KiB
C++
174 lines
5.3 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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) 2006 Blender Foundation.
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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 LICENSE BLOCK *****
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*/
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#ifndef RE_PIPELINE_H
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#define RE_PIPELINE_H
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#include "DNA_listBase.h"
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#include "DNA_vec_types.h"
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#include "BKE_utildefines.h"
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struct Scene;
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struct RenderData;
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* this include is what is exposed of render to outside world */
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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#define RE_MAXNAME 32
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/* only used as handle */
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typedef struct Render Render;
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/* Render Result usage:
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- render engine allocates/frees and delivers raw floating point rects
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- right now it's full rects, but might become tiles or file
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- the display client has to allocate display rects, sort out what to display,
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and how it's converted
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*/
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/* a renderlayer is a full image, but with all passes and samples */
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/* size of the rects is defined in RenderResult */
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typedef struct RenderLayer {
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struct RenderLayer *next, *prev;
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/* copy of RenderData */
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char name[RE_MAXNAME];
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unsigned int lay;
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int layflag, passflag;
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float *rectf; /* 4 float, standard rgba buffer */
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float *rectz; /* 1 float, standard camera coordinate zbuffer */
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float *rectvec; /* 2 float, screen aligned speed vectors */
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ListBase passes;
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} RenderLayer;
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typedef struct RenderResult {
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/* target image size */
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int rectx, recty;
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short crop, pad;
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/* optional, 32 bits version of picture, used for ogl render and image curves */
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int *rect32;
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/* if this exists, a copy of one of layers, or result of composited layers */
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float *rectf;
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/* if this exists, a copy of one of layers, or result of composited layers */
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float *rectz;
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/* coordinates within final image (after cropping) */
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rcti tilerect;
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/* the main buffers */
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ListBase layers;
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/* allowing live updates: */
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rcti renrect;
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RenderLayer *renlay;
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/* optional saved endresult on disk */
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char exrfile[FILE_MAXDIR];
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int filehandle;
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} RenderResult;
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typedef struct RenderStats {
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int totface, totvert, tothalo, totlamp, totpart;
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short curfield, curblur, curpart, partsdone, convertdone;
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double starttime, lastframetime;
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} RenderStats;
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/* *********************** API ******************** */
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/* the name is used as identifier, so elsewhere in blender the result can retrieved */
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/* calling a new render with same name, frees automatic existing render */
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Render *RE_NewRender (const char *name);
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Render *RE_GetRender(const char *name);
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/* use free render as signal to do everything over (previews) */
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void RE_FreeRender (Render *re);
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/* only called on exit */
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void RE_FreeAllRender (void);
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/* get results and statistics */
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RenderResult *RE_GetResult(Render *re);
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void RE_GetResultImage(Render *re, RenderResult *rr);
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RenderStats *RE_GetStats(Render *re);
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void RE_ResultGet32(Render *re, unsigned int *rect);
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/* obligatory initialize call, disprect is optional */
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void RE_InitState (struct Render *re, struct RenderData *rd, int winx, int winy, rcti *disprect);
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/* use this to change disprect of active render */
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void RE_SetDispRect (struct Render *re, rcti *disprect);
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/* set up the viewplane/perspective matrix, three choices */
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void RE_SetCamera(Render *re, struct Object *camera);
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void RE_SetWindow (Render *re, rctf *viewplane, float clipsta, float clipend);
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void RE_SetOrtho (Render *re, rctf *viewplane, float clipsta, float clipend);
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/* option to set viewmatrix before making dbase */
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void RE_SetView (Render *re, float mat[][4]);
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/* make or free the dbase */
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void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view);
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void RE_Database_Free (Render *re);
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/* project dbase again, when viewplane/perspective changed */
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void RE_DataBase_ApplyWindow(Render *re);
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/* the main processor, assumes all was set OK! */
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void RE_TileProcessor(Render *re);
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/* only RE_NewRender() needed, main Blender render calls */
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void RE_BlenderFrame(Render *re, struct Scene *scene, int frame);
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void RE_BlenderAnim(Render *re, struct Scene *scene, int sfra, int efra);
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/* display and event callbacks */
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void RE_display_init_cb (Render *re, void (*f)(RenderResult *rr));
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void RE_display_clear_cb(Render *re, void (*f)(RenderResult *rr));
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void RE_display_draw_cb (Render *re, void (*f)(RenderResult *rr, struct rcti *rect));
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void RE_stats_draw_cb (Render *re, void (*f)(RenderStats *rs));
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void RE_timecursor_cb (Render *re, void (*f)(int));
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void RE_test_break_cb (Render *re, int (*f)(void));
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void RE_test_return_cb (Render *re, int (*f)(void));
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void RE_error_cb (Render *re, void (*f)(const char *str));
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#endif /* RE_PIPELINE_H */
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