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!
107 lines
2.4 KiB
C++
107 lines
2.4 KiB
C++
#ifndef __YAFRAY_RENDER_H
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#define __YAFRAY_RENDER_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "MEM_guardedalloc.h"
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#include "IMB_imbuf_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_group_types.h"
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#include "DNA_image_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_world_types.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "render_types.h"
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extern struct Render R; /* only to get it compile for now */
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/* useful matrix & vector operations */
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#include "MTC_matrixops.h"
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#include "MTC_vectorops.h"
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#include "BLI_blenlib.h"
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/* need error(), so extern declare here */
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extern void error (char *fmt, ...);
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#ifdef __cplusplus
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}
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#endif
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#ifdef __cplusplus
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#include <iostream>
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#include <iomanip>
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#include <sstream>
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#include <fstream>
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#include <map>
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#include <string>
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#include <vector>
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#include <set>
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class yafrayRender_t
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{
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public:
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// ctor
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yafrayRender_t() {}
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// dtor
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virtual ~yafrayRender_t() {}
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// mtds
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bool exportScene();
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void addDupliMtx(Object* obj);
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bool objectKnownData(Object* obj);
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protected:
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Object* maincam_obj;
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float mainCamLens;
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bool hasworld;
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std::map<Object*, std::vector<VlakRen*> > all_objects;
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std::map<std::string, Material*> used_materials;
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std::map<std::string, MTex*> used_textures;
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std::map<std::string, std::vector<float> > dupliMtx_list;
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std::map<std::string, Object*> dup_srcob;
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std::map<void*, Object*> objectData;
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std::map<Image*, std::set<Material*> > imagetex;
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std::map<std::string, std::string> imgtex_shader;
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bool getAllMatTexObs();
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virtual void writeTextures()=0;
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virtual void writeShader(const std::string &shader_name, Material* matr, const std::string &facetexname)=0;
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virtual void writeMaterialsAndModulators()=0;
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virtual void writeObject(Object* obj, const std::vector<VlakRen*> &VLR_list, const float obmat[4][4])=0;
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virtual void writeAllObjects()=0;
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virtual void writeLamps()=0;
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virtual void writeCamera()=0;
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virtual void writeAreaLamp(LampRen* lamp, int num, float iview[4][4])=0;
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virtual void writeHemilight()=0;
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virtual void writePathlight()=0;
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virtual bool writeWorld()=0;
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virtual bool writeRender()=0;
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virtual bool initExport()=0;
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virtual bool finishExport()=0;
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void clearAll();
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};
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#endif
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#endif /*__YAFRAY_RENDER_H */
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