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!
78 lines
2.2 KiB
C
78 lines
2.2 KiB
C
/**
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* $Id:
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*
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* ***** BEGIN GPL 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 opt ion) any later version.
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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) 2005 Blender Foundation.
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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 BLOCK *****
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*/
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#ifndef BSE_NODE_H
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#define BSE_NODE_H
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/* ********** drawing sizes *********** */
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#define NODE_DY 20
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#define NODE_DYS 10
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#define NODE_SOCKSIZE 5
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#define BASIS_RAD 8.0f
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#define HIDDEN_RAD 15.0f
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struct SpaceNode;
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struct bNode;
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struct bNodeTree;
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struct Material;
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struct ID;
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struct Scene;
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/* ************* API for editnode.c *********** */
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/* helper calls to retreive active context for buttons, does groups */
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struct Material *editnode_get_active_material(struct Material *ma);
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struct bNode *editnode_get_active_idnode(struct bNodeTree *ntree, short id_code);
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struct bNode *editnode_get_active(struct bNodeTree *ntree);
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void snode_tag_dirty(struct SpaceNode *snode);
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void snode_set_context(struct SpaceNode *snode);
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void node_deselectall(struct SpaceNode *snode, int swap);
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void node_transform_ext(int mode, int unused);
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void node_shader_default(struct Material *ma);
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void node_composit_default(struct Scene *scene);
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int node_has_hidden_sockets(struct bNode *node);
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struct bNode *node_add_node(struct SpaceNode *snode, int type, float locx, float locy);
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/* ************* drawnode.c *************** */
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void node_draw_link(struct SpaceNode *snode, struct bNodeLink *link);
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void init_node_butfuncs(void);
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/* ************* Shader nodes ***************** */
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#endif
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