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!
82 lines
2.9 KiB
Python
82 lines
2.9 KiB
Python
#!/usr/bin/python
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Import ('user_options_dict')
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Import ('library_env')
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blenkernel_env = library_env.Copy ()
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source_files = ['intern/constraint.c',
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'intern/depsgraph.c',
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'intern/DerivedMesh.c',
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'intern/group.c',
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'intern/icons.c',
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'intern/material.c',
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'intern/sca.c',
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'intern/world.c',
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'intern/curve.c',
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'intern/mball.c',
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'intern/scene.c',
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'intern/writeavi.c',
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'intern/action.c',
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'intern/deform.c',
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'intern/image.c',
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'intern/mesh.c',
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'intern/modifier.c',
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'intern/screen.c',
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'intern/anim.c',
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'intern/displist.c',
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'intern/ipo.c',
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'intern/nla.c',
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'intern/sound.c',
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'intern/armature.c',
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'intern/effect.c',
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'intern/key.c',
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'intern/object.c',
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'intern/CCGSubSurf.c',
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'intern/subsurf_ccg.c',
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'intern/blender.c',
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'intern/exotic.c',
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'intern/lattice.c',
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'intern/packedFile.c',
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'intern/text.c',
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'intern/script.c',
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'intern/bmfont.c',
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'intern/font.c',
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'intern/library.c',
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'intern/property.c',
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'intern/softbody.c',
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'intern/node.c',
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'intern/node_shaders.c',
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'intern/node_composit.c',
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'intern/colortools.c',
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'intern/texture.c']
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blenkernel_env.Append (CPPPATH = ['.',
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'../blenkernel',
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'#/intern/guardedalloc',
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'../include',
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'../blenlib',
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'../makesdna',
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'../python',
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'../render/extern/include',
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'../../../intern/decimation/extern',
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'../imbuf',
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'../avi',
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'../quicktime',
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'#/intern/elbeem/extern',
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'#/intern/iksolver/extern',
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'../blenloader'])
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if user_options_dict['USE_INTERNATIONAL'] == 1:
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blenkernel_env.Append (CPPDEFINES = 'WITH_FREETYPE2')
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#fixme: if user_options_dict['USE_CCGSUBSURFLIB'] == 1:
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# blenkernel_env.Append (CPPDEFINES = 'WITH_CCGSUBSURF')
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blenkernel_env.Library (target='#'+user_options_dict['BUILD_DIR']+'/lib/blender_blenkernel', source=source_files)
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SConscript(['bad_level_call_stubs/SConscript'])
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blenkernel_env.Append (CPPPATH = user_options_dict['OPENGL_INCLUDE'])
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blenkernel_env.Append (CPPPATH = user_options_dict['Z_INCLUDE'])
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blenkernel_env.Append (CPPPATH = user_options_dict['SDL_INCLUDE'])
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