2023-05-31 16:19:06 +02:00
|
|
|
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
|
|
|
|
*
|
|
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
2002-10-12 13:37:38 +02:00
|
|
|
|
2012-02-17 19:59:41 +01:00
|
|
|
#pragma once
|
2002-10-12 13:37:38 +02:00
|
|
|
|
2019-02-17 22:08:12 +01:00
|
|
|
/** \file
|
|
|
|
* \ingroup bke
|
2011-02-18 14:05:18 +01:00
|
|
|
*/
|
|
|
|
|
2002-10-12 13:37:38 +02:00
|
|
|
#ifdef __cplusplus
|
|
|
|
extern "C" {
|
|
|
|
#endif
|
|
|
|
|
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
|
|
|
/* generic blender movie support, could move to own module */
|
|
|
|
|
2018-06-17 17:05:51 +02:00
|
|
|
struct RenderData;
|
2009-12-22 13:01:32 +01:00
|
|
|
struct ReportList;
|
2009-08-09 23:16:39 +02:00
|
|
|
struct Scene;
|
2009-12-22 13:01:32 +01:00
|
|
|
|
2006-01-29 16:15:34 +01:00
|
|
|
typedef struct bMovieHandle {
|
2015-04-06 15:40:12 +02:00
|
|
|
int (*start_movie)(void *context_v,
|
2020-03-13 07:27:11 +01:00
|
|
|
const struct Scene *scene,
|
2015-04-06 15:40:12 +02:00
|
|
|
struct RenderData *rd,
|
|
|
|
int rectx,
|
|
|
|
int recty,
|
|
|
|
struct ReportList *reports,
|
|
|
|
bool preview,
|
|
|
|
const char *suffix);
|
|
|
|
int (*append_movie)(void *context_v,
|
|
|
|
struct RenderData *rd,
|
|
|
|
int start_frame,
|
|
|
|
int frame,
|
|
|
|
int *pixels,
|
|
|
|
int rectx,
|
|
|
|
int recty,
|
|
|
|
const char *suffix,
|
|
|
|
struct ReportList *reports);
|
|
|
|
void (*end_movie)(void *context_v);
|
2019-08-14 15:29:46 +02:00
|
|
|
|
|
|
|
/* Optional function. */
|
2023-06-19 04:28:46 +02:00
|
|
|
void (*get_movie_path)(char filepath[/*FILE_MAX*/ 1024],
|
2020-03-13 07:27:11 +01:00
|
|
|
const struct RenderData *rd,
|
|
|
|
bool preview,
|
|
|
|
const char *suffix);
|
2019-08-14 15:29:46 +02:00
|
|
|
|
2015-04-06 15:40:12 +02:00
|
|
|
void *(*context_create)(void);
|
|
|
|
void (*context_free)(void *context_v);
|
2006-01-29 16:15:34 +01:00
|
|
|
} bMovieHandle;
|
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
|
|
|
|
2022-01-07 01:38:08 +01:00
|
|
|
bMovieHandle *BKE_movie_handle_get(char imtype);
|
2021-12-07 07:19:15 +01:00
|
|
|
|
|
|
|
/**
|
|
|
|
* \note Similar to #BKE_image_path_from_imformat()
|
|
|
|
*/
|
2023-06-19 04:28:46 +02:00
|
|
|
void BKE_movie_filepath_get(char filepath[/*FILE_MAX*/ 1024],
|
2020-03-13 07:27:11 +01:00
|
|
|
const struct RenderData *rd,
|
|
|
|
bool preview,
|
|
|
|
const char *suffix);
|
2002-10-12 13:37:38 +02:00
|
|
|
|
|
|
|
#ifdef __cplusplus
|
|
|
|
}
|
|
|
|
#endif
|