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!
210 lines
7.9 KiB
C++
210 lines
7.9 KiB
C++
/**
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* @file BIF_glutil.h
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*
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* OpenGL drawing utility functions.
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*
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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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*/
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#ifndef BIF_GLUTIL_H
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#define BIF_GLUTIL_H
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struct rcti;
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struct rctf;
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void sdrawXORline(int x0, int y0, int x1, int y1);
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void sdrawXORline4(int nr, int x0, int y0, int x1, int y1);
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void fdrawXORcirc(float xofs, float yofs, float rad);
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/**
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* Draw an XOR'd line in the front buffer between
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* the given points.
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*
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* @attention This function also handles flushing the GL
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* pipeline, which means it is inappropriate for drawing
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* a large number of lines at once.
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*/
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void glutil_draw_front_xor_line(int x0, int y0, int x1, int y1);
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/**
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* Draw a lined (non-looping) arc with the given
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* @a radius, starting at angle @a start and arcing
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* through @a angle. The arc is centered at the origin
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* and drawn in the XY plane.
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*
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* @param start The initial angle (in radians).
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* @param angle The length of the arc (in radians).
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* @param radius The arc radius.
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* @param nsegments The number of segments to use in drawing the arc.
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*/
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void glutil_draw_lined_arc (float start, float angle, float radius, int nsegments);
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/**
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* Draw a filled arc with the given @a radius,
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* starting at angle @a start and arcing through
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* @a angle. The arc is centered at the origin
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* and drawn in the XY plane.
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*
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* @param start The initial angle (in radians).
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* @param angle The length of the arc (in radians).
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* @param radius The arc radius.
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* @param nsegments The number of segments to use in drawing the arc.
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*/
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void glutil_draw_filled_arc (float start, float angle, float radius, int nsegments);
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/**
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* Routines an integer value as obtained by glGetIntegerv.
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* The param must cause only one value to be gotten from GL.
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*/
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int glaGetOneInteger (int param);
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/**
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* Routines a float value as obtained by glGetIntegerv.
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* The param must cause only one value to be gotten from GL.
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*/
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float glaGetOneFloat (int param);
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/**
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* Functions like glRasterPos2i, except ensures that the resulting
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* raster position is valid. @a known_good_x and @a known_good_y
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* should be coordinates of a point known to be within the current
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* view frustum.
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* @attention This routine should be used when the distance of @a x
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* and @y away from the known good point is small (ie. for small icons
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* and for bitmap characters), when drawing large+zoomed images it is
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* possible for overflow to occur, the glaDrawPixelsSafe routine should
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* be used instead.
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*/
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void glaRasterPosSafe2f (float x, float y, float known_good_x, float known_good_y);
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/**
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* Functions like a limited glDrawPixels, except ensures that
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* the image is displayed onscreen even if the @a x and @a y
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* coordinates for would be clipped. The routine respects the
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* glPixelZoom values, pixel unpacking parameters are _not_
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* respected.
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* @attention This routine makes many assumptions: the rect data
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* is expected to be in RGBA unsigned byte format, the coordinate
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* (0.375, 0.375) is assumed to be within the view frustum, and the
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* modelview and projection matrices are assumed to define a
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* 1-to-1 mapping to screen space.
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* @attention Furthmore, in the case of zoomed or unpixel aligned
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* images extending outside the view frustum, but still within the
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* window, some portion of the image may be visible left and/or
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* below of the given @a x and @a y coordinates. It is recommended
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* to use the glScissor functionality if images are to be drawn
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* with an inset view matrix.
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*/
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void glaDrawPixelsSafe (float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect);
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/**
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* Functions like a limited glDrawPixels, but actually draws the
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* image using textures, which can be tremendously faster on low-end
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* cards, and also avoids problems with the raster position being
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* clipped when offscreen. The routine respects the glPixelZoom values,
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* pixel unpacking parameters are _not_ respected.
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* @attention This routine makes many assumptions: the rect data
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* is expected to be in RGBA byte or float format, and the
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* modelview and projection matrices are assumed to define a
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* 1-to-1 mapping to screen space.
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*/
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void glaDrawPixelsTex (float x, float y, int img_w, int img_h, int format, void *rect);
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/* 2D Drawing Assistance */
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/** Define a 2D area (viewport, scissor, matrices) for OpenGL rendering.
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* This routine sets up an OpenGL state appropriate for drawing using
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* both vertice (glVertex, etc) and raster (glRasterPos, glRect) commands.
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* All coordinates should be at integer positions. There is little to
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* no reason to use glVertex2f etc. functions during 2D rendering, and
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* thus no reason to +-0.5 the coordinates or perform other silly
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* tricks.
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*
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* @param screen_rect The screen rectangle to be defined for 2D drawing.
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*/
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void glaDefine2DArea (struct rcti *screen_rect);
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typedef struct gla2DDrawInfo gla2DDrawInfo;
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/** Save the current OpenGL state and initialize OpenGL for 2D
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* rendering. glaEnd2DDraw should be called on the returned structure
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* to free it and to return OpenGL to its previous state. The
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* scissor rectangle is set to match the viewport.
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*
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* This routine sets up an OpenGL state appropriate for drawing using
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* both vertice (glVertex, etc) and raster (glRasterPos, glRect) commands.
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* All coordinates should be at integer positions. There is little to
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* no reason to use glVertex2f etc. functions during 2D rendering, and
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* thus no reason to +-0.5 the coordinates or perform other silly
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* tricks.
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*
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* @param screen_rect The screen rectangle to be used for 2D drawing.
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* @param world_rect The world rectangle that the 2D area represented
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* by @a screen_rect is supposed to represent. If NULL it is assumed the
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* world has a 1 to 1 mapping to the screen.
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*/
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gla2DDrawInfo* glaBegin2DDraw (struct rcti *screen_rect, struct rctf *world_rect);
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/** Translate the (@a wo_x, @a wo_y) point from world coordinates into screen space. */
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void gla2DDrawTranslatePt (gla2DDrawInfo *di, float wo_x, float wo_y, int *sc_x_r, int *sc_y_r);
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/** Translate the @a world point from world coordiantes into screen space. */
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void gla2DDrawTranslatePtv (gla2DDrawInfo *di, float world[2], int screen_r[2]);
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/* Restores the previous OpenGL state and free's the auxilary
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* gla data.
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*/
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void glaEnd2DDraw (gla2DDrawInfo *di);
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/** Adjust the transformation mapping of a 2d area */
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void gla2DGetMap(gla2DDrawInfo *di, struct rctf *rect);
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void gla2DSetMap(gla2DDrawInfo *di, struct rctf *rect);
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/* use this for platform hacks. for now glPointSize is solved here */
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void bglBegin(int mode);
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void bglEnd(void);
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void bglVertex3fv(float *vec);
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void bglVertex3f(float x, float y, float z);
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void bglVertex2fv(float *vec);
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void set_inverted_drawing(int enable);
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/* own working polygon offset */
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void bglPolygonOffset(float dist);
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#endif /* BIF_GLUTIL_H */
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