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!
198 lines
4.6 KiB
C
198 lines
4.6 KiB
C
/**
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* Functions for writing avi-format files.
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* Added interface for generic movie support (ton)
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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): Robert Wenzlaff
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*
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*/
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_scene_types.h"
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#include "BLI_blenlib.h"
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#include "BKE_global.h"
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#include "BKE_writeavi.h"
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#include "AVI_avi.h"
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/* ********************** general blender movie support ***************************** */
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#ifdef WITH_QUICKTIME
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#include "quicktime_export.h"
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#endif
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bMovieHandle *BKE_get_movie_handle(int imtype)
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{
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static bMovieHandle mh;
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/* set the default handle, as builtin */
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mh.start_movie= start_avi;
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mh.append_movie= append_avi;
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mh.end_movie= end_avi;
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/* do the platform specific handles */
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#ifdef __sgi
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if (imtype == R_MOVIE) {
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}
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#endif
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#if defined(_WIN32) && !defined(FREE_WINDOWS)
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if (imtype == R_AVICODEC) {
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}
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#endif
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#ifdef WITH_QUICKTIME
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if (imtype == R_QUICKTIME) {
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mh.start_movie= start_qt;
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mh.append_movie= append_qt;
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mh.end_movie= end_qt;
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}
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#endif
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return &mh;
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}
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/* ****************************************************************** */
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static AviMovie *avi=NULL;
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static int sframe;
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void makeavistring (RenderData *rd, char *string)
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{
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char txt[64];
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if (string==0) return;
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strcpy(string, rd->pic);
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BLI_convertstringcode(string, G.sce, rd->cfra);
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BLI_make_existing_file(string);
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if (BLI_strcasecmp(string + strlen(string) - 4, ".avi")) {
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sprintf(txt, "%04d_%04d.avi", (rd->sfra) , (rd->efra) );
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strcat(string, txt);
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}
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}
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void start_avi(RenderData *rd, int rectx, int recty)
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{
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int x, y;
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char name[256];
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AviFormat format;
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int quality, framerate;
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makeavistring(rd, name);
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sframe = (rd->sfra);
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x = rectx;
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y = recty;
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quality= rd->quality;
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framerate= rd->frs_sec;
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avi = MEM_mallocN (sizeof(AviMovie), "avimovie");
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/* RPW 11-21-2002
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if (rd->imtype != AVI_FORMAT_MJPEG) format = AVI_FORMAT_AVI_RGB;
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*/
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if (rd->imtype != R_AVIJPEG ) format = AVI_FORMAT_AVI_RGB;
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else format = AVI_FORMAT_MJPEG;
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if (AVI_open_compress (name, avi, 1, format) != AVI_ERROR_NONE) {
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printf("cannot open or start AVI movie file");
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MEM_freeN (avi);
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avi = NULL;
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return;
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}
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AVI_set_compress_option (avi, AVI_OPTION_TYPE_MAIN, 0, AVI_OPTION_WIDTH, &x);
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AVI_set_compress_option (avi, AVI_OPTION_TYPE_MAIN, 0, AVI_OPTION_HEIGHT, &y);
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AVI_set_compress_option (avi, AVI_OPTION_TYPE_MAIN, 0, AVI_OPTION_QUALITY, &quality);
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AVI_set_compress_option (avi, AVI_OPTION_TYPE_MAIN, 0, AVI_OPTION_FRAMERATE, &framerate);
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avi->interlace= 0;
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avi->odd_fields= 0;
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/* avi->interlace= rd->mode & R_FIELDS; */
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/* avi->odd_fields= (rd->mode & R_ODDFIELD)?1:0; */
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printf("Created avi: %s\n", name);
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}
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void append_avi(int frame, int *pixels, int rectx, int recty)
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{
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unsigned int *rt1, *rt2, *rectot;
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int x, y;
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char *cp, rt;
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if (avi == NULL) {
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G.afbreek = 1;
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return;
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}
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/* note that libavi free's the buffer... stupid interface - zr */
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rectot= MEM_mallocN(rectx*recty*sizeof(int), "rectot");
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rt1= rectot;
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rt2= pixels + (recty-1)*rectx;
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/* flip y and convert to abgr */
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for (y=0; y < recty; y++, rt1+= rectx, rt2-= rectx) {
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memcpy (rt1, rt2, rectx*sizeof(int));
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cp= (char *)rt1;
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for(x= rectx; x>0; x--) {
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rt= cp[0];
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cp[0]= cp[3];
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cp[3]= rt;
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rt= cp[1];
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cp[1]= cp[2];
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cp[2]= rt;
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cp+= 4;
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}
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}
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AVI_write_frame (avi, (frame-sframe), AVI_FORMAT_RGB32, rectot, rectx*recty*4);
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// printf ("added frame %3d (frame %3d in avi): ", frame, frame-sframe);
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}
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void end_avi(void)
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{
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if (avi == NULL) return;
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AVI_close_compress (avi);
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MEM_freeN (avi);
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avi= NULL;
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}
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