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2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-09-11svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r23043:23119Campbell Barton
2009-09-10Curve cleanupCampbell Barton
Renamed BevPoint's members * x,y,z -> vec[3]; compatible with other functions. * f1 -> split_tag; used by displist to set the splitting flag. * f2 -> dupe_tag; used in curve.c to remove duplicates. BevList * flag -> dupe_nr; was being used as a counter for duplicate points. * use arithb.c functions where possible. * arrays for coords, tilt and radius were being allocated, then copied into the BevPoint's, now write directly into the values without allocing/freeing arrays.
2009-08-112.5: Small optimization in color management code to avoid doingBrecht Van Lommel
computation with doubles instead of floats, about 2x faster.
2009-07-17Colour ManagementMatt Ebb
- 1st stage: Linear Workflow This implements automatic linear workflow in Blender's renderer. With the new Colour Management option on in the Render buttons, all inputs to the renderer and compositor are converted to linear colour space before rendering, and gamma corrected afterwards. In essence, this makes all manual gamma correction with nodes, etc unnecessary, since it's done automatically through the pipeline. It's all explained much better in the notes/doc here, so please have a look: http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management And an example of the sort of difference it makes: http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg This also enables Colour Management in the default B.blend, and changes the default lamp falloff to inverse square, which is more correct, and much easier to use now it's all gamma corrected properly. Next step is to look into profiles/soft proofing for the compositor. Thanks to brecht for reviewing and fixing some oversights!
2009-05-17Color proofing support with lcms (http://www.littlecms.com/).Martin Poirier
Enable with WITH_LCMS (options have been added for scons). lcms is very common on linux package managers, so no need to add in extern (IMHO). Libs for windows can be added to /lib Code is mostly a proof of concept with hardcoded path for icc profile (taken from the lcms test suite). Adding this now to svn so it doesn't rot on my hard drive. People interested in pushing it forward should feel free to dig in the code or poke me about it.
2008-09-20Patch #8461, by Rob HausauerTon Roosendaal
This unifies all usage of FTOCHAR, putting it in utildefines.h Submitter did several interesting tests for speed, check it here: http://projects.blender.org/tracker/?func=detail&atid=127&aid=8461&group_id=9
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-04-02BUGFIX 8824: RGB Curves now work correctly with "use clipping" option Hamed Zaghaghi
on with maximum values greater than 1.
2007-12-26Node curves to maintain handle status after adding a control pointJuho Vepsalainen
Node curves maintain handles status (normal, auto, vector) even after adding a control point now. This makes the behavior the same as in case of removing a control point. Previously the status of handles was reseted.
2007-09-16* Extra lamp falloff options, including custom curve!Matt Ebb
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-01-17Bugfix #5725Ton Roosendaal
Curves widget: using "clipping" option didn't work well when dragging multiple points. Now it clips based on entire selection.
2006-12-20The Big Image refactor!Ton Roosendaal
Please read: http://www.blender3d.org/cms/Imaging.834.0.html Or in short: - adding MultiLayer Image support - recoded entire Image API - better integration of movie/sequence Images Was a whole load of work... went down for a week to do this. So, will need a lot of testing! Will be in irc all evening.
2006-10-28New Curves Widget option: curves can get extrapolated extension.Ton Roosendaal
Especially for Compositing it was annoying that colors always got clipped in the 0.0-1.0 range. For this reason, extrapolated Curves now is the default. Old saved files still have horizontal extrapolation. Set the option with 'Tools' menu (wrench icon). This is a setting per curve, so you might need to set all 4 curves for an RGBA curves widget.
2006-09-06Added support for threadsafe MEM_mallocN/MEM_freeN in the guardedallocBrecht Van Lommel
module itself, replacing the special MEM_mallocT/MEM_freeT functions. Mutex locking is only enabled when threads are running. There was no good reason to have these separate, it just led to ugly hacks when calling functions with non-threadsafe malloc from threads.
2006-06-09Bugfix #4284Ton Roosendaal
Curves Widget: The endpoint condition for calculating the interpolation had an error, moving too quickly to a constant value (for extending).
2006-05-10Potential bugfix #4141Ton Roosendaal
The curves tool didn't extend after last point correctly, in linux/windows. Stupid bug found by Joeedh. thanks!
2006-02-14Nasty memory conflict in Compositor... when:Ton Roosendaal
- a Group has Curve node inside - this Group was re-used more times - with threaded render activated - and both groups executed on same time Then the premultipy optimize table was created twice... causing memory to confuse.
2006-02-07Group Nodes made functional: each group now can be re-used (instanced)Ton Roosendaal
with SHIFT+G. This works as well for local groups as library-linked groups. Also fixed that group nodes were copying internal data to the outside, which made it impossible to use the socket-buttons to set individual values for each group-instance. Library-linked groups are prevented from editing. But, try to open a group and it will give a request for 'make local'. The make local rule is identical to other library data in blender, meaning: - if all users of the library data are local -> the library data is flagged 'local', and if needed a unique name is made - if there's mixed users (local and from other library data) it makes a full copy, and assigns this copy to all local users.
2006-02-02Curve tool was not threadsafe... it was storing premultiplied curves inTon Roosendaal
a function (static vars) itself, causing mixups of curve data on usage.
2006-01-24Orange: fixes in Compositor:Ton Roosendaal
- Curves in Image window didn't copy alpha (when no 32 bits rect for display was made already). - Code was missing to validate grouped nodes in Compositor, didnt work at all yet - Loading new Images in a Node (using filewindow) didn't assign the image Image window now displays Alpha for float images too
2006-01-24Orange: made Image window react nicer to compositor output and own Curves;Ton Roosendaal
- Image curves are only applied now when curves panel is in use. Closing the panel will disable curves, reopen Panel enable curves. You can minimize the Curves panel to keep it active. That latter then works as visualization curves are being applied. - Compositor output now also uses Image window curves, if active.
2006-01-24Giant commit!Ton Roosendaal
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!
2006-01-12Orange:Ton Roosendaal
- cleanup of color curves code; goes at least twice faster now! (includes black/white point stuff) - When using 'Curves' in image window on a byte rect, it creates a (temp) float rect to operate on. So curves work for regular pictures too now.
2006-01-11Orange: more work on float/exr buffers;Ton Roosendaal
- EXR now saves and reads Zbuffers correctly - EXR reading didn't set alpha to 1 yet when no alpha buffer was present - ImageWindow: the "black point" only checked for the r value... now is OK - ImageWindow: Curves panal has button "reset" - ImageWindow: hold LMB drag shows rgba and z values. With SHIFT or CTRL it applies black/white point whilte dragging too - ImageWindow: saving file copied the entire buffer... removed that. Also made the header print clear; this save only saves in own file type. - Curves: zoom and drag now gets clamped by the Clipping value - Imbuf: duplicate buffer only copied one quarter of to new buffer
2006-01-10Orange: and now for the real exr fun: float buffer support in Image window!Ton Roosendaal
Image as loaded in Blender (from openexr.com): http://www.blender.org/bf/exrcurve1.jpg Image with different white point: http://www.blender.org/bf/exrcurve2.jpg Image with white and black point and a curve: http://www.blender.org/bf/exrcurve3.jpg Use SHIFT+click to set the black point, and CTRL+click for white point. The buttons in the panel work too, of course. The curves work after the black/white range was corrected, so you can stick to curves with a normal 0-1 range. There's also now a general color curve, marked with 'C' button. Note; this currently only maps the float colors to a visible 8 bits per channel rect. You can save it, but when the blender file loads the curve or mapping is not executed until you click in the curves... have to look at that still. Speed for this is also quite unoptimized... still WIP, but fun!
2006-01-08Orange:Ton Roosendaal
- New UI element: the "Curve Button". For mapping ranges (like 0 - 1) to another range, the curve button can be used for proportional falloff, bone influences, painting density, etc. Most evident use is of course to map RGB color with curves. To be able to use it, you have to allocate a CurveMapping struct and pass this on to the button. The CurveMapping API is in the new C file blenkernel/intern/colortools.c It's as simple as calling: curvemap= curvemapping_add(3, 0, 0, 1, 1) Which will create 3 curves, and sets a default 0-1 range. The current code only supports up to 4 curves maximum per mapping struct. The CurveMap button in Blender than handles allmost all editing. Evaluating a single channel: float newvalue= curvemapping_evaluateF(curvemap, 0, oldval); Where the second argument is the channel index, here 0-1-2 are possible. Or mapping a vector: curvemapping_evaluate3F(curvemap, newvec, oldvec); Optimized versions for byte or short mapping is possible too, not done yet. In butspace.c I've added a template wrapper for buttons around the curve, to reveil settings or show tools; check this screenie: http://www.blender.org/bf/curves.jpg - Buttons R, G, B: select channel - icons + and -: zoom in, out - icon 'wrench': menu with tools, like clear curve, set handle type - icon 'clipping': menu with clip values, and to dis/enable clipping - icon 'x': delete selection In the curve button itself, only LMB clicks are handled (like all UI elements in Blender). - click on point: select - shift+click on point: swap select - click on point + drag: select point (if not selected) and move it - click outside point + drag: translate view - CTRL+click: add new point - hold SHIFT while dragging to snap to grid (Yes I know... either one of these can be Blender compliant, not both!) - if you drag a point exactly on top of another, it merges them Other fixes: - Icons now draw using "Safe RasterPos", so they align with pixel boundary. the old code made ints from the raster pos coordinate, which doesn't work well for zoom in/out situations - bug in Node editing: buttons could not get freed, causing in memory error prints at end of a Blender session. That one was a very simple, but nasty error causing me all evening last night to find! (Hint; check diff of editnode.c, where uiDoButtons is called) Last note: this adds 3 new files in our tree, I did scons, but not MSVC!