Files
test/source/blender/blenkernel/SConscript
Ton Roosendaal 042d612df2 Giant commit!
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!
2006-01-23 22:05:47 +00:00

82 lines
2.9 KiB
Python

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