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!
181 lines
3.6 KiB
C
181 lines
3.6 KiB
C
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/* world.c
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*
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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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#include <string.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_world_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_scriptlink_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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#include "DNA_camera_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BKE_bad_level_calls.h"
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#include "BKE_utildefines.h"
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#include "BKE_library.h"
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#include "BKE_world.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_icons.h"
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#include "BPY_extern.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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void free_world(World *wrld)
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{
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MTex *mtex;
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int a;
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BPY_free_scriptlink(&wrld->scriptlink);
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for(a=0; a<MAX_MTEX; a++) {
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mtex= wrld->mtex[a];
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if(mtex && mtex->tex) mtex->tex->id.us--;
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if(mtex) MEM_freeN(mtex);
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}
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wrld->ipo= 0;
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BKE_icon_delete((struct ID*)wrld);
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wrld->id.icon_id = 0;
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}
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World *add_world(char *name)
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{
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World *wrld;
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wrld= alloc_libblock(&G.main->world, ID_WO, name);
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wrld->horb= 0.6f;
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wrld->skytype= WO_SKYBLEND;
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wrld->stardist= 15.0f;
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wrld->starsize= 2.0f;
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wrld->gravity= 9.8f;
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wrld->exp= 0.0f;
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wrld->exposure=wrld->range= 1.0f;
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wrld->aodist= 10.0;
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wrld->aosamp= 5;
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wrld->aoenergy= 1.0;
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wrld->aobias= 0.05;
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wrld->physicsEngine= WOPHY_SUMO;
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return wrld;
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}
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World *copy_world(World *wrld)
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{
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World *wrldn;
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int a;
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wrldn= copy_libblock(wrld);
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for(a=0; a<MAX_MTEX; a++) {
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if(wrld->mtex[a]) {
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wrldn->mtex[a]= MEM_mallocN(sizeof(MTex), "copymaterial");
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memcpy(wrldn->mtex[a], wrld->mtex[a], sizeof(MTex));
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id_us_plus((ID *)wrldn->mtex[a]->tex);
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}
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}
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BPY_copy_scriptlink(&wrld->scriptlink);
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id_us_plus((ID *)wrldn->ipo);
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return wrldn;
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}
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void make_local_world(World *wrld)
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{
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Scene *sce;
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World *wrldn;
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int local=0, lib=0;
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/* - only lib users: do nothing
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* - only local users: set flag
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* - mixed: make copy
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*/
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if(wrld->id.lib==0) return;
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if(wrld->id.us==1) {
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wrld->id.lib= 0;
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wrld->id.flag= LIB_LOCAL;
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new_id(0, (ID *)wrld, 0);
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return;
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}
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sce= G.main->scene.first;
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while(sce) {
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if(sce->world==wrld) {
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if(sce->id.lib) lib= 1;
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else local= 1;
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}
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sce= sce->id.next;
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}
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if(local && lib==0) {
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wrld->id.lib= 0;
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wrld->id.flag= LIB_LOCAL;
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new_id(0, (ID *)wrld, 0);
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}
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else if(local && lib) {
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wrldn= copy_world(wrld);
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wrldn->id.us= 0;
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sce= G.main->scene.first;
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while(sce) {
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if(sce->world==wrld) {
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if(sce->id.lib==0) {
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sce->world= wrldn;
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wrldn->id.us++;
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wrld->id.us--;
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}
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}
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sce= sce->id.next;
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}
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}
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}
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