- 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!
85 lines
2.7 KiB
C++
85 lines
2.7 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 RENDERDATABASE_H
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#define RENDERDATABASE_H
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struct VlakRen;
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struct VertRen;
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struct HaloRen;
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struct Material;
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struct Render;
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/* render allocates totvert/256 of these nodes, for lookup and quick alloc */
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typedef struct VertTableNode {
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struct VertRen *vert;
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float *rad;
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float *sticky;
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float *strand;
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float *tangent;
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float *stress;
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float *winspeed;
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} VertTableNode;
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/* renderdatabase.c */
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void free_renderdata_tables(struct Render *re);
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void free_renderdata_vertnodes(struct VertTableNode *vertnodes);
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void set_normalflags(Render *re);
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void project_renderdata(struct Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, int part);
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/* functions are not exported... so wrong names */
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struct VlakRen *RE_findOrAddVlak(struct Render *re, int nr);
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struct VertRen *RE_findOrAddVert(struct Render *re, int nr);
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struct HaloRen *RE_findOrAddHalo(struct Render *re, int nr);
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struct HaloRen *RE_inithalo(struct Render *re, struct Material *ma, float *vec, float *vec1, float *orco, float hasize,
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float vectsize, int seed);
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float *RE_vertren_get_sticky(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_stress(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_rad(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_strand(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_tangent(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_winspeed(struct Render *re, struct VertRen *ver, int verify);
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/* haloren->type: flags */
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#define HA_ONLYSKY 1
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#define HA_VECT 2
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#define HA_XALPHA 4
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#define HA_FLARECIRC 8
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/* convertblender.c */
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void init_render_world(Render *re);
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void RE_Database_FromScene_Vectors(Render *re, struct Scene *sce);
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#endif /* RENDERDATABASE_H */
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