Files
test2/source/blender/include/BIF_space.h
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

139 lines
4.3 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef BIF_SPACE_H
#define BIF_SPACE_H
struct ListBase;
struct ScrArea;
struct SpaceButs;
struct View2D;
struct BWinEvent;
struct SpaceOops;
#define REMAKEIPO 1
#define OOPS_TEST 2
#define BUT_HORIZONTAL 1
#define BUT_VERTICAL 2
/* is hardcoded in DNA_space_types.h */
#define SPACE_MAXHANDLER 8
/* view3d handler codes */
#define VIEW3D_HANDLER_BACKGROUND 1
#define VIEW3D_HANDLER_PROPERTIES 2
#define VIEW3D_HANDLER_OBJECT 3
#define VIEW3D_HANDLER_PREVIEW 4
/* ipo handler codes */
#define IPO_HANDLER_PROPERTIES 20
/* image handler codes */
#define IMAGE_HANDLER_PROPERTIES 30
#define IMAGE_HANDLER_PAINT 31
#define IMAGE_HANDLER_CURVES 32
/* action handler codes */
#define ACTION_HANDLER_PROPERTIES 40
/* nla handler codes */
#define NLA_HANDLER_PROPERTIES 50
/* sequence handler codes */
#define SEQ_HANDLER_PROPERTIES 60
/* theme codes */
#define B_ADD_THEME 3301
#define B_DEL_THEME 3302
#define B_NAME_THEME 3303
#define B_THEMECOL 3304
#define B_UPDATE_THEME 3305
#define B_CHANGE_THEME 3306
#define B_THEME_COPY 3307
#define B_THEME_PASTE 3308
#define B_RECALCLIGHT 3310
void scrarea_do_windraw (struct ScrArea *sa);
void scrarea_do_winchange (struct ScrArea *sa);
void scrarea_do_winhandle (struct ScrArea *sa, struct BWinEvent *evt);
void scrarea_do_headdraw (struct ScrArea *sa);
void scrarea_do_headchange (struct ScrArea *sa);
/* space.c */
extern void add_blockhandler(struct ScrArea *sa, short eventcode, short action);
extern void rem_blockhandler(struct ScrArea *sa, short eventcode);
extern void toggle_blockhandler(struct ScrArea *sa, short eventcode, short action);
extern void space_set_commmandline_options(void);
extern void allqueue(unsigned short event, short val);
extern void allspace(unsigned short event, short val);
extern void copy_view3d_lock(short val);
extern void drawemptyspace(struct ScrArea *sa, void *spacedata);
extern void drawinfospace(struct ScrArea *sa, void *spacedata);
extern void duplicatespacelist(struct ScrArea *area, struct ListBase *lb1, struct ListBase *lb2);
extern void extern_set_butspace(int fkey);
extern void force_draw(int header);
extern void force_draw_all(int header);
extern void force_draw_plus(int type, int header);
extern void freespacelist(struct ScrArea *sa);
extern void handle_view3d_around(void);
extern void handle_view3d_lock(void);
extern void init_v2d_oops(struct ScrArea *, struct SpaceOops *);
extern void initipo(struct ScrArea *sa);
extern void newspace(struct ScrArea *sa, int type);
extern void set_rects_butspace(struct SpaceButs *buts);
extern void test_butspace(void);
extern void start_game(void);
extern void select_grouped(short nr);
extern void join_menu(void);
extern void BIF_undo_push(char *str);
extern void BIF_undo(void);
extern void BIF_redo(void);
extern void BIF_undo_menu(void);
#if 0
//#ifdef _WIN32 // FULLSCREEN
extern void mainwindow_toggle_fullscreen(int fullscreen);
#endif
extern void mainwindow_set_filename_to_title(char *title);
extern void mainwindow_raise(void);
extern void mainwindow_make_active(void);
extern void mainwindow_close(void);
#endif