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2013-12-20Fix T37890: compositor did not take number of thread setting into account.Brecht Van Lommel
2013-12-18Color management: get rid of original byte buffer partial updateSergey Sharybin
It was only used by opengl render and in fact it needed just to set DISPLAY_BUFFER_INVALID flag for the image buffer. In theory it wouldn't make any change to opengl render speed (because this change just moved rect_from_float from color management code to image save code). And could not see any speed changes on my laptop.
2013-12-10Style CleanupCampbell Barton
2013-12-04Fix for EWA (elliptical weighted average) sampling in the compositor.Lukas Tönne
EWA sampling is designed for downsampling images, i.e. scaling down the size of input image pixels, which happens regularly in compositing. While the standard sampling methods (linear, cubic) work reasonably well for linear transformations, they don't yield good results in non-linear cases like perspective projection or arbitrary displacement. EWA sampling is comparable to mipmapping, but avoids problems with discontinuities. To work correctly the EWA algorithm needs partial derivatives of the mapping functions which convert output pixel coordinates back into the input image space (2x2 Jacobian matrix). With these derivatives the EWA algorithm projects ellipses into the input space and accumulates colors over their area. This calculation was not done correctly in the compositor, only the derivatives du/dx and dv/dy were calculation, basically this means it only worked for non-rotated input images. The patch introduces full derivative calculations du/dx, du/dy, dv/dx, dv/dy for the 3 nodes which use EWA sampling currently: PlaneTrackWarp, MapUV and Displace. In addition the calculation of ellipsis area and axis-aligned bounding boxes has been fixed. For the MapUV and Displace nodes the derivatives have to be estimated by evaluating the UV/displacement inputs with 1-pixel offsets, which can still have problems on discontinuities and sub-pixel variations. These potential problems can only be alleviated by more radical design changes in the compositor functions, which are out of scope for now. Basically the values passed to the UV/Displacement inputs would need to be associated with their 1st order derivatives, which requires a general approach to derivatives in all nodes.
2013-12-04Fix for interpolation errors on lower-left borders in compositor imageLukas Tönne
inputs. http://wiki.blender.org/uploads/4/4c/Compo_image_interpolation_borders.png Problem is that all image buffer reader nodes (RenderLayer, Image, MovieClip) were clipping pixel coordinates to 0..N range (N being width or height respectively). Bilinear interpolation works ok then on the upper-right borders (x, N) and (N, y), since the last (N-1) pixel fades out to N (background). But the lower-left (x, 0) and (0, y) borders are not correctly interpolated because the nodes cut off the negative pixels before the interpolation function can calculate their value. To fix this, the interpolation functions are now entirely responsible for handling "out of range" cases, i.e. setting (0,0,0,0) results for invalid pixels, while also handling interpolation for borders. Callers should not do pixel range checks themselves, which also makes the code simpler. Should not have any real performance penalty, the interpolation functions do this check anyway, so is probably even slightly faster.
2013-12-03Cleanup: Internal degrees removal.Bastien Montagne
This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59
2013-11-30Woo Hoo. First git commit.Alexandr Kuznetsov
Changes for VC2013 Now, I can build Blender with VC2013 with Cycles, Collada, OpenExr,OpenImageIO disabled. Also, you need VC2008 sp1 installed to make old libs compatible.
2013-11-22Code Cleanup: warningsCampbell Barton
2013-11-20Fix T37172: Plane Tracker Deform - No perspectiveSergey Sharybin
Previous wrap implementation was based on inverse bilinear mapping, which doesn't give perspective. Now plane track wrap estimates perspective transform matrix as a homography estimation between frame coordinates and plane corners. Uses Libmv's implementation for this, which means plane track wouldn't work properly with Libmv disabled. Not a deal for official builds at all, just folks who keeps things disabled need to be aware of this.
2013-11-19Cleanup: Renamed compositor executePixel functions and their 'read' wrappers ↵Lukas Tönne
in SocketReader. Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered). This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing). Differential Revision: http://developer.blender.org/D7
2013-11-19Potential fix for T37525: Viewer node causes crashSergey Sharybin
LOCK_DRAW_IMAGE used to be unlocked twice. Now made it so all the thread-unsafe code is inside a single lock/ unlock section.
2013-11-16Fix T37493: Defocus node with angle = 90° rotates bokeh only for ~1.5°Sv. Lockal
2013-11-06Fix #37333: Bad default value in Color Balance. Use independent ↵Lukas Toenne
offset/power/slope variables for the CDL mode in color balance node. This avoids stupid default values in particular for offset, which would be 1 when just using the lift value for it.
2013-11-06Removed the DNA storage for LGG lift and inverse gamma in the color balance ↵Lukas Toenne
node. These values were always calculated at execution time, so there is no need to keep them around in DNA data and no forward compatibility break either. Only reason they were stored in DNA before is that the old compositor had no other means of keeping precomputed values around for every pixel than storing the DNA node data, with new compositor this is no longer necessary (values are stored in operations).
2013-11-04code cleanup: typo in function nameCampbell Barton
2013-10-31code cleanup: spellingCampbell Barton
2013-10-29Code cleanup: use bool instead of int in mask moduleSergey Sharybin
2013-10-28Fix #37221: Multilayer EXR inputs generate pink frame/last displayed frame ↵Sergey Sharybin
when using an image sequence offset generally speaking, if multilayer image fails to load for current frame doesn't mean anything bad. It might be used to make it so image sequence is being alpha-overed somewhere in the middle of scene time. Made it so if the whole file fails to load, image node will deliver black transparent color, the same what happens for regular (non-multilayer images). Also needed to tweak code in load_multilayer_sequwnce to make sure no cached frames are pointing to a freed memory.
2013-10-25Remove duplicate cmake enries in game engine and compositorSergej Reich
2013-10-25code cleanup and add mball select similar into the menuCampbell Barton
2013-10-23Fix #37175, Viewer node issue for newly toggled render passes.Lukas Toenne
The RenderLayers node would use the "combined" image result for all passes which don't have a valid render result yet. This causes problems when the buffer element size is not actually 4 floats (RGBA) as with the 3 float normal passes. Also the result is rather meaningless then, so just keep the image buffer at NULL for unavailable passes, which will return plain (0,0,0) color.
2013-10-23style cleanupCampbell Barton
2013-10-22style cleanupCampbell Barton
2013-10-19Applied patch [#34178] tile rendering for fast gaussian blurJeroen Bakker
Thanks to David M (erwin94) only added some comments. https://projects.blender.org/tracker/?func=detail&aid=34178&group_id=9&atid=127
2013-10-19Compositor: did some inner loop optimizations of the fast gaussian blur.Jeroen Bakker
- At Mind -
2013-10-16Fix #37084, Backdrop not invalidating inside node groups.Lukas Toenne
Extended the is_active_group flag such that both the current edittree as well as the base node tree in Scene do a viewer node update.
2013-10-14code cleanup: correct unsigned int in string formatting and use empty() ↵Campbell Barton
checks for vectors.
2013-10-14code cleanup: remove duplicate assignmentsCampbell Barton
2013-10-11code cleanup: use const's for static arraysCampbell Barton
2013-09-20correct include guards and add checks in check_style_c.py for them.Campbell Barton
2013-09-19Fix #36755, EXR Layers are not fully updated on scene load or image refresh.Lukas Toenne
After discussion with Brecht decided that automatically updating the sockets of the node based on externally modified data (removed EXR file passes) is not desirable behavior. But at least making sure the correct passes are assigned to the output sockets of the Image node is possible. Now the passes are matched by name instead of using the faulty index stored in the socket data, which is more reliable. Still may break if changing pass names externally, but an image reload is highly recommended anyway and will fix that.
2013-09-19Fix for OutputFile node, this would crash with unconnected sockets in ↵Lukas Toenne
MultiEXR mode, because it matches sockets and EXR layers by index and was skipping unconnected sockets. Simply create EXR layer info for all sockets now and then ignore unconnected layers when finally writing to file in deinitExecution.
2013-09-19style cleanupCampbell Barton
2013-09-13Fix for #36720 and #36721.Lukas Toenne
This was own error in r60049 which fixed chunk number calculation. This was mixing int and unsigned int values from ExecutionGroup, which leads to huge chunk numbers which are then skipped.
2013-09-13Cleanup and improvements of the compositor debug output.Lukas Toenne
Debug code for graphviz output moved to a dedicated file COM_Debug.h/cpp. The DebugInfo class has only static functions, which are called from a number of places to keep track of what is happening in the compositor. If debugging is disabled these are just inline stubs, so we don't need #ifdefs everywhere and don't get any overhead. The graphviz output is much more useful now. DebugInfo keeps track of node names in a static string map for meaningful names. It uses a number of colors for various special operation classes. ExecutionGroups are indicated in graphviz with clusters. Currently the graphviz .dot files are stored in the BLI_temporary_dir() folder. A separate dot file is generated for each stage of the ExecutionGroup scheduling, this is intended to give some idea of the compositor progress, but could still be improved.
2013-09-11Fix #36700, z-depth not rendering properly at (n*256)+1 dimensions.Lukas Toenne
The chunk indices for scheduling chunks based on a given area were calculated incorrectly. This caused chunks at the very border of the render (pixels 256..257) to be omitted, leading to incorrect values in the Z buffer of the test file, which in turn caused wrong normalization range and the resulting almost-white image. Also added a dedicated executePixel function for Z buffer to avoid any interpolation of Z values.
2013-09-09Fix #36692: crash with split viewer compositing node and rendering. Only one ↵Brecht Van Lommel
viewer node should write to the viewer image, the logic to check this was wrong, now made it the same as the viewer node.
2013-09-06On the second thought, no need to go between straight and premul when doing ↵Sergey Sharybin
AA for plane warp node
2013-09-05code cleanup:Campbell Barton
- add missing headers from cmake (own omission) - quiet rna_test.c unused define warnings. - minor style edits - spelling corrections and ignore all uppercase words with spell checking script.
2013-09-05Code cleanup: use boolean instead of int for colormanagementSergey Sharybin
2013-09-05Compositor cleanup: Merge conversion operations into a single file (see also ↵Lukas Toenne
r59820). Most convert operations can share a common base class with a single socket reader (except channel separate/combine nodes).
2013-09-05Removed unused variables used only in BLI_assert, this triggers compiler ↵Lukas Toenne
warning in release builds.
2013-09-05Fix #36113, Translate's wrapping has 1 pixel gap in X and Y after scale node.Lukas Toenne
The issue with wrapping is that it requires correct interpolation of the border pixels. Since interpolation is done at the far left end of the node tree in buffer/image/etc read operations, the wrapping setting can not be used directly in those operations (otherwise in-line translate operations would cause conflicts). To make wrapping work correctly we need to add a buffer in front of the translate operation, which can then be interpolated correctly based on wrapping. The WrapOperation becomes a variant of ReadBufferOperation, which uses its wrapping setting to determine the correct "extend" mode for interpolation of the buffer.
2013-09-05Extend mode option for MemoryBuffer reading in compositor. This will allow ↵Lukas Toenne
proper interpolation of pixel values when using wrapping in the Translate node. Implemented in inline functions, so won't cause overhead if constant values are passed (as happens with most calls using the default argument).
2013-09-05Merge some operations into a single fileSergey Sharybin
This merges all mix operations into a COM_MixBaseOperation (naming could be better, but this way it corresponds to what's going on with math operations. Same was done with RenderLayers operations. Overall this gives 20% of bf_compositor library compilation time decrease. And it was rather annoying to have tens of files with just a single-line constructors anyway. TODO: - All Convert operations could also be merged into a single file, but that would require adding some ConvertBaseOperation to reduce code duplication (ideally). Leaving it unchanged for now. - Some operations' headers seems to be wrongly including MixOperation header, they need to include NodeOperation instead it seems. This is rather harmless, but would be nice to doublecheck on this eventually.
2013-08-19Fix issue with EWA filtering in compositor which disabled alphaSergey Sharybin
It was caused by wrong copy-paste thing, which replaced check "whether alpha channel is enabled" with "whether alpha channel is not zero" (which is always zero in accumulator). Compositor always works with RGBA, so no need to do any special checks here. TODO: Maybe MapUV ode shall ignore alpha channel?
2013-08-19Fix warnings reported by cavity checkerSergey Sharybin
2013-08-17fix for crash in compositor/opencl, the error value of -1001 would read past ↵Campbell Barton
the error-string array.
2013-08-16Remove ifdef-ed code, it's still in SVn anyway.Sergey Sharybin
2013-08-16Tweaks to MapUV and PlaneTrack nodes to make results less doggySergey Sharybin
This disables crazy adaptive sampling happening in diagonal direction. This still gives some doggyness, but it's much less dramatic now, and behavior is pretty damn the same as EWA filtering when rendering textures with Blender Internal.