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2020-11-06Cleanup: Render Module: combine intern/ source & includeAaron Carlisle
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-07-28Cleanup: correct usage of extern-C blocks in various placesJacques Lucke
This removes extern-C blocks around other includes and adds such blocks for some headers that need them.
2020-05-15Cycles: code refactor to bake using regular render session and tilesBrecht Van Lommel
There should be no user visible change from this, except that tile size now affects performance. The goal here is to simplify bake denoising in D3099, letting it reuse more denoising tiles and pass code. A lot of code is now shared with regular rendering, with the two main differences being that we read some render result passes from the bake API when starting to render a tile, and call the bake kernel instead of the path trace kernel. With this kind of design where Cycles asks for tiles from the bake API, it should eventually be easier to reduce memory usage, show tiles as they are baked, or bake multiple passes at once, though there's still quite some work needed for that. Reviewers: #cycles Subscribers: monio, wmatyjewicz, lukasstockner97, michaelknubben Differential Revision: https://developer.blender.org/D3108
2020-03-13Cleanup: pass const args (mostly Scene & RenderData)Campbell Barton
2020-02-14Freestyle: Add option for rendering Freestyle to a separate passLukas Stockner
This allows for more flexibility in Compositing compared to the hardcoded alpha-over that is currently used. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6829
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-03-01Merge branch 'blender2.7'Brecht Van Lommel
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-18Merge branch 'blender2.7'Lukas Stockner
2019-01-18Fix T56799: Custom render passes missing when using Save BuffersLukas Stockner
The problem here was that when a render result is allocated, the standard render passes are added according to the pass bitfield. Then, when the render engine sets the result, it adds the additional passes which are then merged into the main render result. However, when using Save Buffers, the EXR is created before the actual render starts, so it's missing all those additional passes. To fix that, we need to query the render engine for a list of additional passes so they can be added before the EXR is created. Luckily, there already is a function to do that for the node editor. The same needs to be done when the EXR is loaded back. Due to how that is implemented though (Render API calls into engine, engine calls back for each pass), if we have multiple places that call this function there needs to be a way to tell which one the call came from in the pass registration callback. Therefore, the original caller now provides a callback that is called for each pass.
2018-07-23Fix wrong view layer rendered from command lineSergey Sharybin
The issue was caused by Render Single Layer option enabled, which is very handy for artists work, so they can hit F12 and see view layer they are currently working in a final rendered state. This saves a lot of time since all the "non-interesting" objects are ignored for such iterations. However, for the render farm we need to render view layers which are explicitly set for render, and ignore active view layer. Reasonable solution seems to be to ignore the Render Single Layer option when rendering from the command line. It is really something more like UI behavior option.
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-03-09Cleanup: iterator macrosCampbell Barton
- put render iterator in own scope (would shadow it's own variable if used multiple times). - enforce semicolon at end of iterator macros. - no need to typedef one-off macro structs.
2018-02-28Cleanup: macros using _END, should have a _BEGINCampbell Barton
Also use var names not likely to be shadowed.
2018-02-28Refactor depsgraph/render logic to serve evaluated depsgraph to enginesDalai Felinto
User notes ---------- Compositing, rendering of multi-layers in Eevee should be fully working now. Development notes ----------------- Up until now we were still using the same depsgraph for rendering and viewport evaluation. And we had to go out of our ways to be sure the depsgraphs were updated. Now we iterate over the (to be rendered) view layers and create a depsgraph to each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with this viewlayer/depsgraph/evaluation context. At this time we are not handling data persistency, Depsgraph is created from scratch prior to rendering each frame. So I got rid of most of the partial update calls we had during the render pipeline. Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles changes but this commit mark these changes as TODOs. Basically Cycles needs to render one layer at a time. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D3073
2017-11-08Fix various issues with (multiview) OpenEXR file save/load.Brecht Van Lommel
* Fix saving a multiview render from the image editor giving invalid files. * Fix failure to load multiview images with a single view per part. * Fix loss of multiview metadata when saving/loading a single view. * Fix Z-Buffer writing option for single layer EXR not being respected. Multiview EXRs are now always handled as multilayer internally, significantly reducing the amount of code. Reviewed By: dfelinto Differential Revision: https://developer.blender.org/D2887
2017-05-03Render API/Cycles: Identify Render Passes by their name instead of a type flagLukas Stockner
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago. However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images. Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification. Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes. To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available. To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers. To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated. From a user perspective, nothing should change with this commit. Differential Revision: https://developer.blender.org/D2443 Differential Revision: https://developer.blender.org/D2444
2016-08-04Grease Pencil v2 BranchAntonio Vazquez
Improve current Grease Pencil in order to get a better 2D animation tool. More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov Reviewed By: Severin, aligorith, campbellbarton Patch by @antoniov, with edits by @Severin. Differential Revision: https://developer.blender.org/D2115
2015-11-16Speedup OpenGL sequencer animation renderingSergey Sharybin
The idea is to avoid having roundtrip from byte to float and back to byte buffer and use render result's byte buffer to store result of sequencer rendering. This actually matches to what regular render pipeline is doing and this gives around 2-3 times speedup of sequencer export on a simple scenes.
2015-06-17Fix T44682: Save Buffers canceled renders show nothing in Image EditorSergey Sharybin
The issue was caused by render pipeline freeing render parts prior to finishing exr file writing which resulted in unfinished parts not being written into the file by save_empty_result_tiles(). As a temporary solution we do explicitly write unfinished parts as empty tiles to the exr file prior to freeing parts. Not ideal solution, but should work for the release.
2015-04-29RenderResult should have a valid view whenever possibleDalai Felinto
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2014-06-28Add render result caching.Bastien Montagne
Simply add an option to render settings to save an EXR cache, just when the render is finished. Also changed RE_ReadRenderResult() to read cache instead of temp sample files (those are fully volatile now anyway). Path to save cached render results is an UserPreferences setting. Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend, and in an Image Editor hit ctrl-R to (try to) reload last render from cache). Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D553
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2012-12-31Alpha premul pipeline cleanupSergey Sharybin
This assumptions are now made: - Internally float buffers are always linear alpha-premul colors - Readers should worry about delivering float buffers with that assumptions. - There's an input image setting to say whether it's stored with straight/premul alpha on the disk. - Byte buffers are now assumed have straight alpha, readers should deliver straight alpha. Some implementation details: - Removed scene's color unpremultiply setting, which was very much confusing and was wrong for default settings. Now all renderers assumes to deliver premultiplied alpha. - IMB_buffer_byte_from_float will now linearize alpha when converting from buffer. - Sequencer's effects were changed to assume bytes have got straight alpha. Most of effects will work with bytes still, however for glow it was more tricky to avoid data loss, so there's a commented out glow implementation which converts byte buffer to floats first, operates on floats and returns bytes back. It's slower and not sure if it should actually be used -- who're using glow on alpha anyway? - Sequencer modifiers should also be working nice with straight bytes now. - GLSL preview will predivide float textures to make nice shading, shading with byte textures worked nice (GLSL was assuming straight alpha). - Blender Internal will set alpha=1 to the whole sky. The same happens in Cycles and there's no way to avoid this -- sky is neither straight nor premul and doesn't fit color pipeline well. - Straight alpha mode for render result was also eliminated. - Conversion to correct alpha need to be done before linearizing float buffer. - TIFF will now load and save files with proper alpha mode setting in file meta data header. - Remove Use Alpha from texture mapping and replaced with image datablock setting. Behaves much more predictable and clear from code point of view and solves possible regressions when non-premultiplied images were used as textures with ignoring alpha channel.
2012-09-20Fix #32603: Multi-Layer EXR files can't be color managedSergey Sharybin
Issue was caused by completely different way how multi-layer EXRs are loading, they're bypassing general image buffer loading functions. Solved by running color space transformation on render result construction from multi-layer EXR image. Also fixed issue with wrong display buffer computing for buffers with less than 4 channels. Issues were: - Display buffer is always expected to be RGBA - OpenColorIO can not apply color space transformations on non-{RGB, RGBA} pixels.
2012-09-15Color Management, Stage 2: Switch color pipeline to use OpenColorIOSergey Sharybin
Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-04Cycles: merge of changes from tomato branch.Brecht Van Lommel
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-05Code refactoring: split render result related functions into separate file.Brecht Van Lommel