Age | Commit message (Collapse) | Author |
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Constant crashes under Linux seem due to an uninitialized variable.
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WOEdge::GetVec().
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The scene file provided by the problem report has many degenerate faces coming from
a particle system. These zero-area faces were not expected in the ray-casting line visibility
algorithms of Freestyle. Now degenerate faces are properly excluded from the imported
mesh data and not fed to the line visibility algorithms.
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These qualifiers were leftovers of the stand alone Freestyle program and not used
(set to an empty string) in Blender for years.
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The issue was caused by including both Python.h and BLI_math.h. Since the macro
definition in Python.h was unconditional, it was necessary to include it first and then
BLI_math.h.
Addressing the issue turned out to affect many Freestyle source files. There were several
other coding flaws that complicated the situation:
1. intern/system/FreestyleConfig.h was abused just to include BLI_math.h which was in
fact unnecessary in FreestyleConfig.h. While addressing this, inclusion of both math.h
and BLI_math.h had to be duly dealt with to avoid a compiler error about round().
2. #include <Python.h> was not properly put in the extern "C" { ... } construct.
3. intern/view_map/Interface0D.h and intern/python/Director.h, both of which included
Python.h, were included from within Freestyle header files that were almost or completely
independent of Python. These non-Python header files were used everywhere in the
Freestyle code base, causing many cases of the reported macro redefinitions.
4. The Director.h file was also declaring 'using namespace Freestyle', which was causing
another scope issue in several Freestyle header files.
This commit is intended to address the first problem above. Subsequent commits will deal
with the other three.
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A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace
below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem
was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm).
----------------------------------------------------------------------
Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: 13 at address: 0x0000000000000000
[Switching to process 72386 thread 0xf303]
0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
43 delete (this->m_outputsockets.back());
Current language: auto; currently c++
(gdb) where
#0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43
#1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49
#2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43
#3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61
#4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59
#5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59
#6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329
#7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302
#8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302
#9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600
#10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584
#11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094
#12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367
#13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815
#14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021
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Apparently a name conflict between the two Blender modules is taking place.
The present commit hence intends to address it by putting all the Freestyle C++
classes in the namespace 'Freestyle'. This revision will also prevent potential
name conflicts with other Blender modules in the future.
Special thanks to Lukas Toenne for the help with C++ namespace.
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this can be added back on case-by-case basis, but better not assume ownership of another projects work by default.
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Also added a warning message to anticipate potential issues due to
the implication of the problem addressed here.
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edges.
(TODO: identify the reason why such a strange WVertex is generated.)
Problem report by Vicente Carro with a .blend for reproducing the issue. Thanks a lot!
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on the console during Freestyle rendering. The debug prints are turned off
by default now. Errors are still printed on the console.
A patch set implementing this functionality was provided by Bastien Montagne.
Many thanks! :)
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Now the code style is acceptable for the merge now, according to Bastien.
Thanks again Bastien for having this done! :)
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Reported by Bastien Montagne, thanks!
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This commit is meant to improve the response of the ESC key for stopping Freestyle rendering
throughout the rendering process. The rendering with Freestyle consists of several steps
including: (1) mesh data loading, (2) winged edge construction, (3) silhouette edge detection,
(4) view map construction, and (5) stroke drawing. All these steps have been extended to
frequently check if the ESC key is pressed, so that users can abort time-consuming rendering
at any point of time.
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New "face marks" and "edge marks" have been introduced in mesh data
blocks. In the edit mode of a mesh object, face marks can be put
to selected faces by choosing Mesh >> Faces >> Mark Freestyle Face
from the menu of a 3D View window or Ctrl-F >> Mark Freestyle Face
from the context menu. Similarly, edge marks can be put to selected
edges by Mesh >> Edges >> Mark Freestyle Edge or Ctrl-E >> Mark
Freestyle Edge. These marks should work fine with the Subdivision
surface modifier.
Moreover, two new conditions for feature edge selection have been
added to the Parameter Editor mode as described below:
1. The Selection by Edge Types option has now the new Edge Mark type,
which can be used to (de)select feature edges having edge marks.
This option can be used to add to (or remove from) the view map
arbitrary edges of mesh objects.
2. Selection by Face Marks option has been newly introduced, in which
face marks are used for feature edge selection in two ways. One
option is called "One Face" which is to (de)select feature edges if
one of faces on the left and right of each feature edge has a face
mark. The other option is "Both Faces" to (de)select feature edges
if both faces on the left and right have a face mark.
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* View map calculation has been intensively optimized for speed by
means of:
1) new spatial grid data structures (SphericalGrid for perspective
cameras and BoxGrid for orthographic cameras; automatically switched
based on the camera type);
2) a heuristic grid density calculation algorithm; and
3) new line visibility computation algorithms: A "traditional"
algorithm for emulating old visibility algorithms, and a "cumulative"
algorithm for improved, more consistent line visibility, both exploiting
the new spatial grid data structures for fast ray casting.
A new option "Raycasting Algorithm" was added to allow users to choose
a ray casting (line visibility) algorithm. Available choices are:
- Normal Ray Casting
- Fast Ray Casting
- Very Fast Ray Casting
- Culled Traditional Visibility Detection
- Unculled Traditional Visibility Detection
- Culled Cumulative Visibility Detection
- Unculled Cumulative Visibility Detection
The first three algorithms are those available in the original
Freestyle (the "normal" ray casting was used unconditionally, though).
The "fast" and "very fast" ray casting algorithms achieve a faster
calculation at the cost of less visibility accuracy.
The last four are newly introduced optimized options. The culled
versions of the new algorithms will exclude from visibility
calculation those faces that lay outside the camera, which leads to a
faster view map construction. The unculled counterparts will take all
faces into account. The unculled visibility algorithms are useful
when culling affects stroke chaining.
The recommended options for users are the culled/unculled cumulative
visibility algorithms. These options are meant to replace the old
algorithms in the future.
Performance improvements over the old algorithms depend on the scenes
to be rendered.
* Silhouette detection has also been considerably optimized for speed.
Performance gains by this optimization do not depend on scenes.
* Improper handling of error conditions in the view map construction
was fixed.
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ViewShape objects in the view map, as well as SShape objects
that can be retrieved with ViewShape::sshape(), now have a
getName() method that returns the name of the object from
which each shape is created. For instance, visible feature
edges of specific mesh objects (e.g., Cube.001 and Cube.002)
can be selected using custom predicate ObjectNamesUP1D as
follows:
class ObjectNamesUP1D(UnaryPredicate1D):
def __init__(self, names):
UnaryPredicate1D.__init__(self)
self._names = names
def getName(self):
return "ObjectNamesUP1D"
def __call__(self, viewEdge):
return viewEdge.viewShape().getName() in self._names
upred = AndUP1D(QuantitativeInvisibilityUP1D(0),
ObjectNamesUP1D(["Cube.001", "Cube.002"]))
Operators.select(upred)
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A checkbox "Material Boundaries" has been added to the Freestyle
options in the Layers tab of the Render buttons. By enabling the
option, any edge between two faces with different materials is
detected as a feature edge. In style modules, edges at material
boundaries can be tested with pyNatureUP1D(Nature.MATERIAL_BOUNDARY).
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has to be debugged. It can be activate in app_blender/api.cpp by replacing the FRS_scene_3ds_export call in FRS_prepare, by FRS_load_mesh.
All of the reference to the original Material class were renamed to FrsMaterial to resolve a name collision with Blender. To keep the window context necessary to draw the strokes after RE_Database_FromScene has been called, the display_clear function is used.
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SShape, ViewShape. Also corrected a few typos (Get#->get#).
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IMPORTANT: The setters functions' names were normalized due to constant confusion regarding capitalization. All the function names start with set... instead of Set.... This convention was changed all throughout Freestyle. To use Freestyle as an external renderer, the SWIG library MUST be regenerated.
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migration. Stabilized a lot of the code for C++ -> Python conversion. Added the correct rich comparison operator and tested it. Corrected 'dupplicate' typo and changde to __copy__ for Python API.
From now on, when a set should be output (PySet_Type), it is given as a list (PyList_Type). The reason is that it doesn't really matter what we bring back to the Python interpreter. The set is guaranteed in memory on the C++ side.
For the CurvePoint class, the userdata variable is not yet ported (and will probably available as a list or a dictionary). The CurvePoint implementation works except for the initialization from other CurvePoints: somehow, the inner variables don't seem to be correctly handled. I do not know if it is a bug in Freestyle or if the CurvePoint object's state is correct for my test case. CurvePoint needs more testing.
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QImage dependencies. Up to this commit, the following directories compile well (and without any warning): system, image, geometry, graph, winged_edge, view_map, stroke.
Modified code is commented by //soc and unused variables by //soc unused
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source/blender/freestyle
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