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blender-archive/source/blender/include/BSE_sequence.h
Ton Roosendaal 610cec55c7 Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
  Currently only works with alternating scanlines, but gives excellent
  performance. For both normal render as unified implemented.
  Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
  getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
  OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
  with chars or shorts.
- Made normal render and unified render use same code for sky and halo
  render, giving equal (and better) results for halo render. Old render
  now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
  after render. Using PostProcess menu you will note an immediate re-
  display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options

- Render module is still not having a "nice" API, but amount of dependencies
  went down a lot. Next todo: remove abusive "previewrender" code.
  The last main global in Render (struct Render) now can be re-used for fully
  controlling a render, to allow multiple "instances" of render to open.

- Renderwindow now displays a smal bar on top with the stats, and keeps the
  stats after render too. Including "spare" page support.
  Not only easier visible that way, but also to remove the awkward code that
  was drawing stats in the Info header (extreme slow on some ATIs too)

- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
  defines.

- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00

137 lines
4.9 KiB
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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*
*/
#ifndef BSE_SEQUENCE_H
#define BSE_SEQUENCE_H
struct PluginSeq;
struct StripElem;
struct Strip;
struct Sequence;
struct ListBase;
struct Editing;
struct ImBuf;
struct Scene;
void open_plugin_seq(struct PluginSeq *pis, char *seqname);
struct PluginSeq *add_plugin_seq(char *str, char *seqname);
void free_plugin_seq(struct PluginSeq *pis);
void free_stripdata(int len, struct StripElem *se);
void free_strip(struct Strip *strip);
void new_stripdata(struct Sequence *seq);
void free_sequence(struct Sequence *seq);
void do_seq_count(struct ListBase *seqbase, int *totseq);
void do_build_seqar(struct ListBase *seqbase, struct Sequence ***seqar, int depth);
void build_seqar(struct ListBase *seqbase, struct Sequence ***seqar, int *totseq);
void free_editing(struct Editing *ed);
void calc_sequence(struct Sequence *seq);
void sort_seq(void);
void clear_scene_in_allseqs(struct Scene *sce);
void do_alphaover_effect(float facf0,
float facf1,
int x, int y,
unsigned int *rect1,
unsigned int *rect2,
unsigned int *out);
void do_alphaunder_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_cross_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_gammacross_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_add_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_sub_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
void do_drop_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect2i, unsigned int *rect1i,
unsigned int *outi);
void do_drop_effect2(float facf0, float facf1,
int x, int y,
unsigned int *rect2, unsigned int *rect1,
unsigned int *out);
void do_mul_effect(float facf0, float facf1,
int x, int y,
unsigned int *rect1, unsigned int *rect2,
unsigned int *out);
/* Wipe effect */
enum {DO_SINGLE_WIPE, DO_DOUBLE_WIPE, DO_BOX_WIPE, DO_CROSS_WIPE,
DO_IRIS_WIPE,DO_CLOCK_WIPE};
float in_band(float width,float dist, float perc,int side,int dir);
float check_zone(int x, int y, int xo, int yo, struct Sequence *seq, float facf0);
void init_wipe_effect(struct Sequence *seq);
void do_wipe_effect(struct Sequence *seq, float facf0, float facf1, int x, int y, unsigned int *rect1, unsigned int *rect2, unsigned int *out);
/* Glow effect */
enum {
GlowR=0,
GlowG=1,
GlowB=2,
GlowA=3
};
void RVBlurBitmap2( unsigned char* map, int width, int height, float blur, int quality);
void RVIsolateHighlights (unsigned char* in, unsigned char* out, int width, int height, int threshold, float boost, float clamp);
void RVAddBitmaps (unsigned char* a,unsigned char* b, unsigned char* c, int width, int height);
void init_glow_effect(struct Sequence *seq);
void do_glow_effect(struct Sequence *seq, float facf0, float facf1, int x, int y, unsigned int *rect1, unsigned int *rect2, unsigned int *out);
void make_black_ibuf(struct ImBuf *ibuf);
void multibuf(struct ImBuf *ibuf, float fmul);
void do_effect(int cfra, struct Sequence *seq, struct StripElem *se);
int evaluate_seq_frame(int cfra);
struct StripElem *give_stripelem(struct Sequence *seq, int cfra);
void set_meta_stripdata(struct Sequence *seqm);
void do_seq_count_cfra(struct ListBase *seqbase, int *totseq, int cfra);
void do_build_seqar_cfra(struct ListBase *seqbase, struct Sequence ***seqar, int cfra);
struct ImBuf *give_ibuf_seq(int cfra);
void free_imbuf_effect_spec(int cfra);
void free_imbuf_seq_except(int cfra);
void free_imbuf_seq(void);
void do_render_seq(void);
#endif