tornavis/source/blender/makesdna/DNA_scene_types.h

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2002-10-12 13:37:38 +02:00
/**
* $Id$
*
* ***** 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 DNA_SCENE_TYPES_H
#define DNA_SCENE_TYPES_H
#ifdef __cplusplus
extern "C" {
#endif
#include "DNA_vec_types.h"
#include "DNA_listBase.h"
#include "DNA_scriptlink_types.h"
#include "DNA_ID.h"
#include "DNA_scriptlink_types.h"
struct Radio;
struct Object;
struct World;
struct Scene;
struct Image;
struct Group;
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!
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struct bNodeTree;
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typedef struct Base {
struct Base *next, *prev;
unsigned int lay, selcol;
int flag;
short sx, sy;
struct Object *object;
} Base;
typedef struct AviCodecData {
void *lpFormat; /* save format */
void *lpParms; /* compressor options */
unsigned int cbFormat; /* size of lpFormat buffer */
unsigned int cbParms; /* size of lpParms buffer */
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unsigned int fccType; /* stream type, for consistency */
unsigned int fccHandler; /* compressor */
unsigned int dwKeyFrameEvery; /* keyframe rate */
unsigned int dwQuality; /* compress quality 0-10,000 */
unsigned int dwBytesPerSecond; /* bytes per second */
unsigned int dwFlags; /* flags... see below */
unsigned int dwInterleaveEvery; /* for non-video streams only */
unsigned int pad;
char avicodecname[128];
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} AviCodecData;
typedef struct QuicktimeCodecData {
void *cdParms; /* codec/compressor options */
void *pad; /* padding */
unsigned int cdSize; /* size of cdParms buffer */
unsigned int pad2; /* padding */
char qtcodecname[128];
} QuicktimeCodecData;
typedef struct FFMpegCodecData {
int type;
int codec;
int audio_codec;
int video_bitrate;
int audio_bitrate;
int gop_size;
int flags;
int rc_min_rate;
int rc_max_rate;
int rc_buffer_size;
int mux_packet_size;
int mux_rate;
} FFMpegCodecData;
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
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typedef struct AudioData {
int mixrate;
float main; /* Main mix in dB */
short flag;
short pad[3];
} AudioData;
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typedef struct SceneRenderLayer {
struct SceneRenderLayer *next, *prev;
char name[32];
struct Scene *scene; /* unused still */
unsigned int lay; /* scene->lay itself has priority over this */
short layflag;
short passflag;
} SceneRenderLayer;
/* srl->layflag */
#define SCE_LAY_SOLID 1
#define SCE_LAY_ZTRA 2
#define SCE_LAY_HALO 4
#define SCE_LAY_STRAND 8
/* srl->passflag */
#define SCE_PASS_COMBINED 1
#define SCE_PASS_Z 2
#define SCE_PASS_RGBA 4
#define SCE_PASS_DIFFUSE 8
#define SCE_PASS_SPEC 16
#define SCE_PASS_SHADOW 32
#define SCE_PASS_AO 64
#define SCE_PASS_RAY 128
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#define SCE_PASS_NORMAL 256
#define SCE_PASS_VECTOR 512
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typedef struct RenderData {
struct AviCodecData *avicodecdata;
struct QuicktimeCodecData *qtcodecdata;
struct FFMpegCodecData ffcodecdata;
int cfra, sfra, efra; /* fames as in 'images' */
int images, framapto;
short flag, pad1;
float ctime; /* use for calcutions */
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float framelen, blurfac;
/** For UR edge rendering: give the edges this colour */
float edgeR, edgeG, edgeB;
short fullscreen, xplay, yplay, freqplay; /* standalone player */
short depth, attrib, rt1, rt2; /* standalone player */
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short stereomode; /* standalone player stereo settings */
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
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short dimensionspreset; /* for the dimensions presets menu */
short filtertype; /* filter is box, tent, gauss, mitch, etc */
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short size, maximsize; /* size in %, max in Kb */
/* from buttons: */
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/**
* The desired number of pixels in the x direction
*/
short xsch;
/**
* The desired number of pixels in the y direction
*/
short ysch;
/**
* Adjustment factors for the aspect ratio in the x direction
*/
short xasp;
/**
* Adjustment factors for the aspect ratio in the x direction
*/
short yasp;
/**
* The number of part to use in the x direction
*/
short xparts;
/**
* The number of part to use in the y direction
*/
short yparts;
short winpos, planes, imtype, subimtype;
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/** Mode bits: */
/* 0: Enable backbuffering for images */
short bufflag;
short quality;
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/**
* Flags for render settings. Use bit-masking to access the settings.
* 0: enable sequence output rendering
* 1: render daemon
* 4: add extensions to filenames
*/
short scemode;
/**
* Flags for render settings. Use bit-masking to access the settings.
* The bits have these meanings:
* 0: do oversampling
* 1: do shadows
* 2: do gamma correction
* 3: ortho (not used?)
* 4: do envmap
* 5: edge shading
* 6: field rendering
* 7: Disables time difference in field calculations
* 8: radio rendering
* 9: borders
* 10: panorama
* 11: crop
* 12: save SGI movies with Cosmo hardware
* 13: odd field first rendering
* 14: motion blur
* 15: use unified renderer for this pic
* 16: enable raytracing
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
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* 17: gauss sampling for subpixels
* 18: keep float buffer after render
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*/
int mode;
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/* render engine, octree resolution */
short renderer, ocres, rpad[2];
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/**
* What to do with the sky/background. Picks sky/premul/key
* blending for the background
*/
short alphamode;
/**
* Toggles whether to apply a gamma correction for subpixel to
* pixel blending
*/
short dogamma;
/**
* The number of samples to use per pixel.
*/
short osa;
short frs_sec, edgeint;
/** For unified renderer: reduce intensity on boundaries with
* identical materials with this number.*/
short same_mat_redux;
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Compositing workflow upgrade; You now can set a Preview panel in the Image window, to define a sub-rect of an image to be processed. Works like the preview in 3D Window. Just press SHIFT+P to get it activated. Very nice speedup! This is how it works: - The compositor still uses the scene image size (including % setting) for Viewer or Composite output size - If a preview exists, it calculates the cropped rect from its position in the Image window, and stores that in the Scene render data - On composite execute, it copies only this part from the 'generator nodes', right now Images or Render Results. That makes the entire composite tree only using small rects, so it will execute fast. - Also the render window will only display the cropped rect, and on F12 only the cropped part is being executed - On rendering in background mode, the cropping is ignored though. Usability notes: - translating or zooming view will automatically invoke a recalculation - if you zoom in on details, the calculated rect will even become smaller - only one Imagewindow can have this Preview Panel, to prevent conflicts of what the cropped area should be. Compositing is on Scene level, not local per image window. (Note; 3D Previews are local per window!) - Closing the preview panel will invoke a full-size recalculation - All passes/layers from rendering are nicely cropped, including Z and vectors. The work to make the compositor do cropping was simple, but getting the Image window displaying correctly and get all events OK was a lot of work... indeed, we need to refactor Image Window usage once. Sorry for making the mess even bigger now. :) I've tried not to interfere with UV edit or Paint though... only when you're in compositing mode the panel will work. BUG fix: 3D Preview render didn't work when multiple layers were set in the current scene.
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/* safety, border and display rect */
rctf safety, border;
Compositing workflow upgrade; You now can set a Preview panel in the Image window, to define a sub-rect of an image to be processed. Works like the preview in 3D Window. Just press SHIFT+P to get it activated. Very nice speedup! This is how it works: - The compositor still uses the scene image size (including % setting) for Viewer or Composite output size - If a preview exists, it calculates the cropped rect from its position in the Image window, and stores that in the Scene render data - On composite execute, it copies only this part from the 'generator nodes', right now Images or Render Results. That makes the entire composite tree only using small rects, so it will execute fast. - Also the render window will only display the cropped rect, and on F12 only the cropped part is being executed - On rendering in background mode, the cropping is ignored though. Usability notes: - translating or zooming view will automatically invoke a recalculation - if you zoom in on details, the calculated rect will even become smaller - only one Imagewindow can have this Preview Panel, to prevent conflicts of what the cropped area should be. Compositing is on Scene level, not local per image window. (Note; 3D Previews are local per window!) - Closing the preview panel will invoke a full-size recalculation - All passes/layers from rendering are nicely cropped, including Z and vectors. The work to make the compositor do cropping was simple, but getting the Image window displaying correctly and get all events OK was a lot of work... indeed, we need to refactor Image Window usage once. Sorry for making the mess even bigger now. :) I've tried not to interfere with UV edit or Paint though... only when you're in compositing mode the panel will work. BUG fix: 3D Preview render didn't work when multiple layers were set in the current scene.
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rcti disprect;
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/* information on different layers to be rendered */
ListBase layers;
short actlay, pad;
int pad2,pad3;
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/**
* The gamma for the normal rendering. Used when doing
* oversampling, to correctly blend subpixels to pixels. */
float gamma, gauss;
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 20:28:52 +01:00
/** post-production settings. */
float postmul, postgamma, postadd, postigamma, posthue, postsat;
/* Dither noise intensity */
float dither_intensity;
The zblur plugin (aka as DoF) integrated in render. Compared to patch submitted by Alexander, changes/improvements are: - Moved to new Panel in Scene buttons "Post Effects". Together with other postprocessing options, such as Edge render. It is also not called DoF, this because that's a bit pretending too much then. It's a zblur still! - Made it render Alpha as well - Made it use and deliver float buffers - Huge cleanup of zblur.c code, was very messy. It was alling things in render code without need even (win matrices, transform faces, etc) - Fixed errors in using Z values (zbuffer is signed int) - Removed very weird gamma corrections for front/back half - Tweaked gaussian table, allow variable 'Sigma' to be set for gauss curve - Didn't copy 'auto focus' yet. Use of this is very limited, and gives false expectations, nor works for rendering anims with deamons well. Main issue remains: it's not a very advanced feature... I still doubt very much if this deserves to be released. Spent 2 days on trying to get the key issues solved, with not much results. - gauss filter code has weird side effects on large blur size - having unsharp (blurred) in front also blurs what's around in back. only blurred in back with sharp in front works a little bit - severe aliasing errors... also due the code splitting in 2 halves - doesnt work with unified yet - won't work for halos, spot halos or transparant faces Anyhoo... It was promised to be committed, so now artists can play with it. Who knows it's useful after all, or some fixes can be implemented. :)
2005-04-23 22:49:23 +02:00
/* Zblur settings */
float zmin, focus, zgamma, zsigma, zblur;
/* yafray: global panel params. TODO: move elsewhere */
short GIquality, GIcache, GImethod, GIphotons, GIdirect;
Added some backward compatibility with old yafray blendershader. Because of missing parameters the material preset menu won't be as useful. Both glass presets will look the same because there is no 'filter' parameter in the old yafray for instance. So using the new Blender version with an old yafray version should work a bit better, though the other way around, using the new yafray with an old blender version, will generally not work as well. I added a few extra things. In 'yafray' panel re-arranged some buttons, and added a new button 'Clamp RGB'. This button will be enabled by default and helps to improve AA on high contrast edges in the image. When using bokeh however, it is best to switch this off, otherwise lens shaped highlights will be quite a bit less visible. Changed the 'extinction' parameter name to the probably more correct term 'absorption', though mathematically it works out the same. Also changed the behaviour of this color, it no longer specifies a color that will be removed as I wrote in the previous commit, but instead the actual color at one (blender) unit of distance. The 'Ds' (distance scale) button below the color sliders controls the scaling of this unit distance. What this means is that if you take the standard blender cube, which covers two units of distance by default, setting the distance scale button to 2.0 will make sure that the color you specified is exactly that color at that distance (provided the base color itself is white of course, or 'filter' is 0, otherwise it will be filtered by the base color too). Beyond this distance the color will get darker. The glow option for point/soft/sphere lights has a new parameter 'GloOfs', or glow offset. Setting this to a higher value then 0 will soften the central peak of the glow. Another unreported bug fix: For xml export, when yafray failed to render the xml file for some unknown reason, or because of other problems, the export code would still load the previously rendered image, this causes problems however if the image resolution is not the same as the current Blender buffer, and so could cause memory corruption or crashes. This is now taken into account. World image backgrounds now use the blender mapping settings as well, but only the 'AngMap', 'Sphere' and 'Tube' settings. But in yafray those last two, unlike Blender, cover the whole view, not just the upper half, so is not really fully compatible with yafray. So now you have to set one of these buttons too when loading a hdr lightprobe image. btw, something I forgot to mention in previous commits is that the exposure control using the texture brightness slider is no longer restricted to integer values. It is now a floating point value, so you're not restricted to the 0 1 and 2 slider positions anymore, anything in between will work too. And finally, display updating is now more like Blender, using the mouse cursor as frame counter for animation, etc.
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short YF_AA, YFexportxml, YF_nobump, YF_clamprgb, yfpad1;
int GIdepth, GIcausdepth, GIpixelspersample;
int GIphotoncount, GImixphotons;
float GIphotonradius;
int YF_numprocs, YF_raydepth, YF_AApasses, YF_AAsamples;
float GIshadowquality, GIrefinement, GIpower, GIindirpower;
float YF_gamma, YF_exposure, YF_raybias, YF_AApixelsize, YF_AAthreshold;
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char backbuf[160], pic[160], ftype[160];
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} RenderData;
typedef struct GameFraming {
float col[3];
char type, pad1, pad2, pad3;
} GameFraming;
#define SCE_GAMEFRAMING_BARS 0
#define SCE_GAMEFRAMING_EXTEND 1
#define SCE_GAMEFRAMING_SCALE 2
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 19:19:21 +02:00
typedef struct TimeMarker {
struct TimeMarker *next, *prev;
int frame;
char name[64];
unsigned int flag;
} TimeMarker;
typedef struct ToolSettings {
// Subdivide Settings
short cornertype;
short editbutflag;
// Extrude Tools
short degr;
short step;
short turn;
short pad1;
float extr_offs;
float doublimit;
// Primitive Settings
// UV Sphere
short segments;
short rings;
// Cylinder - Tube - Circle
short vertices;
// UV Calculation
short unwrapper;
float uvcalc_radius;
float uvcalc_cubesize;
short uvcalc_mapdir;
short uvcalc_mapalign;
short uvcalc_flag;
short pad2;
} ToolSettings;
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typedef struct Scene {
ID id;
struct Object *camera;
struct World *world;
struct Scene *set;
struct Image *ima;
ListBase base;
struct Base *basact;
float cursor[3];
float twcent[3]; /* center for transform widget */
float twmin[3], twmax[3]; /* boundbox of selection for transform widget */
2002-10-12 13:37:38 +02:00
unsigned int lay;
/* editmode stuff */
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 19:19:21 +02:00
float editbutsize; /* size of normals */
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 23:05:47 +01:00
short selectmode;
short proportional, prop_mode;
short use_nodes;
struct bNodeTree *nodetree;
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 19:19:21 +02:00
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void *ed;
struct Radio *radio;
void *sumohandle;
struct GameFraming framing;
struct ToolSettings *toolsettings;
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/* migrate or replace? depends on some internal things... */
/* no, is on the right place (ton) */
struct RenderData r;
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 22:16:56 +02:00
struct AudioData audio;
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ScriptLink scriptlink;
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 19:19:21 +02:00
ListBase markers;
short jumpframe;
short pad1, pad2, pad3;
/* none of the dependancy graph vars is mean to be saved */
struct DagForest *theDag;
short dagisvalid, dagflags;
short pad4, recalc; /* recalc = counterpart of ob->recalc */
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} Scene;
/* **************** RENDERDATA ********************* */
/* bufflag */
#define R_BACKBUF 1
#define R_BACKBUFANIM 2
#define R_FRONTBUF 4
#define R_FRONTBUFANIM 8
/* mode (int now) */
#define R_OSA 0x0001
#define R_SHADOW 0x0002
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#define R_GAMMA 0x0004
#define R_ORTHO 0x0008
#define R_ENVMAP 0x0010
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#define R_EDGE 0x0020
#define R_FIELDS 0x0040
#define R_FIELDSTILL 0x0080
So, for the platform managers to check: - the link order for Blender has changed, the libradiosity.a has to be moved after the librender.a (obviously for a new dependency!). Check blender/source/Makefile - there's a new file: blender/source/radiosity/intern/source/radrender.c Here's what the new code does: Using the core routines of the Radiosity tool, each renderface with 'emit material' and each renderface with 'radio material flag' set will be used to itterate to a global illumination solution. Per face with high energy (emit) little images are rendered (hemicubes) which makes up lookup tables to 'shoot' its energy to other faces. In the end this energy - color - then is directly added to the pixel colors while rendering, Gouraud shaded. Since it's done with renderfaces, it works for all primitives in Blender. What is doesn't do yet: - take into account textured color of faces. Currently it uses the material RGB color for filtering distributed energy. - do some smart pre-subdividing. I don't know yet if this is useful... Right now it means that you'll have to balance the models yourself, to deliver small faces where you want a high accuracy for shadowing. - unified render (is at my todo list) User notes: - per Material you want to have included in radiosity render: set the 'radio' flag. For newly added Materials it is ON by default now. - the Ambient slider in Material controls the amount of radiosity color. - for enabling radiosity rendering, set the F10 "Radio" button. - the Radiosity buttons now only show the relevant radiosity rendering options. Pressing "collect meshes" will show all buttons again. - for meshes, the faces who use Radio material always call the 'autosmooth' routine, this to make sure sharp angles (like corners in a room) do not have shared vertices. For some smooth models (like the raptor example) you might increase the standard smoothing angle from 30 to 45 degree. Technical notes: - I had to expand the renderface and rendervertices for it... shame on me! Faces have one pointer extra, render vertices four floats... - The size of the hemicubes is now based at the boundbox of the entire scene (0.002 of it). This should be more reliable... to be done - I fixed a bug in radiosity render, where sometimes backfaces where lit In general: I'd like everyone to play a bit with this system. It's not easy to get good results with it. A simple "hit and go" isn't there... maybe some good suggestions?
2003-08-31 22:33:46 +02:00
#define R_RADIO 0x0100
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#define R_BORDER 0x0200
#define R_PANORAMA 0x0400
Recoded Panorama rendering. The old implementation was added quite hackish (talking about 10 yr ago). You also had to make a small image slice, which was extended Xparts in size. That also required to adjust the camera angle. Very clumsy. Now; when enabling the Panorama option, it will automatically apply the panorama effect on the vertically aligned tiles. You can just enable or disable the "Pano" button, to get a subtle lens effect like this: (without pano) http://www.blender.org/bf/rt.jpg (with pano) http://www.blender.org/bf/rt1.jpg For Panorama render, the minimum slice size has been hardcoded to be 8 pixels. The XParts button goes up to 512 to allow that. In practice, rendering 64 slices will already give very good images for a wide angle lens of 90 degrees, the curvature of straight lines then is equal to a circle of 256 points. Rendering a full 360 degree panorama you do by creating an extreme wide angle camera. The theory says camera-lens 5 should do 360 degrees, but for some reason my tests reveil it's 5.1... there's a rounding error somewhere, maybe related to the clipping plane start? Will look at that later. :) Also note that for each Xpart slice, the entire database needs to be rotated around camera to correct for panorama, on huge scenes that might give some overhead. Threaded render goes fine for Panorama too, but it can only render the vertically aligned parts in parallel. For the next panorama slice it has to wait for all threads of the current slice to be ready. On reading old files, I convert the settings to match as closely as possible the new situation. Since I cannot bump up the version #, the code detects for old panorama by checking for the image size. If image width is smaller than height, it assumes it's an old file (only if Panoroma option was set).
2006-02-27 13:39:36 +01:00
/* was moviecrop 0x0800 */
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#define R_COSMO 0x1000
#define R_ODDFIELD 0x2000
#define R_MBLUR 0x4000
#define R_UNIFIED 0x8000
#define R_RAYTRACE 0x10000
/* R_GAUSS is obsolete, but used to retrieve setting from old files */
#define R_GAUSS 0x20000
/* fbuf obsolete... */
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 20:28:52 +01:00
#define R_FBUF 0x40000
#define R_THREADS 0x80000
#define R_SPEED 0x100000
The zblur plugin (aka as DoF) integrated in render. Compared to patch submitted by Alexander, changes/improvements are: - Moved to new Panel in Scene buttons "Post Effects". Together with other postprocessing options, such as Edge render. It is also not called DoF, this because that's a bit pretending too much then. It's a zblur still! - Made it render Alpha as well - Made it use and deliver float buffers - Huge cleanup of zblur.c code, was very messy. It was alling things in render code without need even (win matrices, transform faces, etc) - Fixed errors in using Z values (zbuffer is signed int) - Removed very weird gamma corrections for front/back half - Tweaked gaussian table, allow variable 'Sigma' to be set for gauss curve - Didn't copy 'auto focus' yet. Use of this is very limited, and gives false expectations, nor works for rendering anims with deamons well. Main issue remains: it's not a very advanced feature... I still doubt very much if this deserves to be released. Spent 2 days on trying to get the key issues solved, with not much results. - gauss filter code has weird side effects on large blur size - having unsharp (blurred) in front also blurs what's around in back. only blurred in back with sharp in front works a little bit - severe aliasing errors... also due the code splitting in 2 halves - doesnt work with unified yet - won't work for halos, spot halos or transparant faces Anyhoo... It was promised to be committed, so now artists can play with it. Who knows it's useful after all, or some fixes can be implemented. :)
2005-04-23 22:49:23 +02:00
/* filtertype */
#define R_FILTER_BOX 0
#define R_FILTER_TENT 1
#define R_FILTER_QUAD 2
#define R_FILTER_CUBIC 3
#define R_FILTER_CATROM 4
#define R_FILTER_GAUSS 5
#define R_FILTER_MITCH 6
/* yafray: renderer flag (not only exclusive to yafray) */
#define R_INTERN 0
#define R_YAFRAY 1
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/* scemode */
#define R_DOSEQ 0x0001
#define R_BG_RENDER 0x0002
/* passepartout is camera option now, keep this for backward compatibility */
#define R_PASSEPARTOUT 0x0004
#define R_PREVIEWBUTS 0x0008
#define R_EXTENSION 0x0010
#define R_NODE_PREVIEW 0x0020
#define R_DOCOMP 0x0040
#define R_COMP_CROP 0x0080
#define R_FREE_IMAGE 0x0100
#define R_SINGLE_LAYER 0x0200
#define R_EXR_TILE_FILE 0x0400
#define R_COMP_FREE 0x0800
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/* alphamode */
#define R_ADDSKY 0
#define R_ALPHAPREMUL 1
#define R_ALPHAKEY 2
/* planes */
#define R_PLANES24 24
#define R_PLANES32 32
#define R_PLANESBW 8
/* imtype */
#define R_TARGA 0
#define R_IRIS 1
#define R_HAMX 2
#define R_FTYPE 3
#define R_JPEG90 4
#define R_MOVIE 5
#define R_IRIZ 7
#define R_RAWTGA 14
#define R_AVIRAW 15
#define R_AVIJPEG 16
#define R_PNG 17
#define R_AVICODEC 18
#define R_QUICKTIME 19
#define R_BMP 20
#define R_RADHDR 21
#define R_TIFF 22
#define R_OPENEXR 23
#define R_FFMPEG 24
#define R_FRAMESERVER 25
#define R_CINEON 26
#define R_DPX 27
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/* subimtype, flag options for imtype */
#define R_OPENEXR_HALF 1
#define R_OPENEXR_ZBUF 2
#define R_PREVIEW_JPG 4
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/* **************** SCENE ********************* */
#define RAD_PHASE_PATCHES 1
#define RAD_PHASE_FACES 2
/* base->flag is in DNA_object_types.h */
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/* sce->flag */
#define SCE_ADDSCENAME 1
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
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/* sce->selectmode */
#define SCE_SELECT_VERTEX 1
#define SCE_SELECT_EDGE 2
#define SCE_SELECT_FACE 4
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 23:05:47 +01:00
/* sce->recalc (now in use by previewrender) */
#define SCE_PRV_CHANGED 1
/* sce->prop_mode (proportional falloff) */
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 19:19:21 +02:00
#define PROP_SMOOTH 0
#define PROP_SPHERE 1
#define PROP_ROOT 2
#define PROP_SHARP 3
#define PROP_LIN 4
#define PROP_CONST 5
/* return flag next_object function */
2002-10-12 13:37:38 +02:00
#define F_START 0
#define F_SCENE 1
#define F_SET 2
#define F_DUPLI 3
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 22:16:56 +02:00
/* audio->flag */
#define AUDIO_MUTE 1
#define AUDIO_SYNC 2
#define AUDIO_SCRUB 4
#define FFMPEG_MULTIPLEX_AUDIO 1
#define FFMPEG_AUTOSPLIT_OUTPUT 2
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 19:19:21 +02:00
2002-10-12 13:37:38 +02:00
#ifdef __cplusplus
}
#endif
#endif