Age | Commit message (Collapse) | Author |
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- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
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- define array sizes for functions that take vectors.
- quiet some -Wshadow warnings.
- some copy/paste error in readfile.c made it set the same particle recalc flag twice.
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replace do prefix with do_ for bool vars.
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Added four new functions as shortcuts to creating GHashes that use the
standard ptr/str/int/pair hash and compare functions.
GHash *BLI_ghash_ptr_new(const char *info);
GHash *BLI_ghash_str_new(const char *info);
GHash *BLI_ghash_int_new(const char *info);
GHash *BLI_ghash_pair_new(const char *info);
Replaced almost all occurrences of BLI_ghash_new() with one of the
above functions.
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vector function edits.
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else if's
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http://markmail.org/message/fp7ozcywxum3ar7n
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- use 'const float *' and array size in some function declarations.
- replace macros for BLI_math functions INPF, VECCOPY, VECADD etc.
- remove unused VertRen.clip struct member.
- remove static squared_dist() from 2 files, replace with BLI_math function len_squared_v3v3().
- use vertex arrays for drawing clipping background in the 3D viewport.
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-Wdouble-promotion), went over render module and use float constants, gives small but consistent speedup - approx 3%.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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Material Node trees:
SSS wasn't displaying in Nodes.
Implementation notes:
- Currently copying local data for preview render, only copies
the base material. Node materials are re-used.
- This causes data to be in 2 "main" databases... complex.
- To make it work for preview, I had to add another loop in the
SSS code that checks the original Main dbase. That's marked
as warning in code to be fixed up.
Another bug:
- Material properties "SSS presets" copied settings to the
active material, not to the displayed one. Added RNA call
to retrieve this from Objects.
(Next commit will fix preset scripts)
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Preview render for node shaders broke, caused by localizing
materials last week, to prevent thread crashes. Fixed now.
Also added a temp fix to draw color-management corrected
node previews default. Will follow scene setting tomorrow.
Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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or get it from the context instead.
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svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28571:28573
svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28575:28576
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* Division by zero fix for TNT SVD code.
* Sound fix, in case ffmpeg decode fails, don't use the samples.
* Fix for incorrect bounds of transformed objects in new raytracing code.
* Gave memory arena's a name used for allocations for easier memory
usage debugging.
* Dupligroup no_draw option was using layers but not restrict view/render
setting. (not a bugfix exactly but would do display list context switching
while drawing for no reason).
* Fix objects instanced on hair particles not giving consistent results
when the object is transformed.
* New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4,
mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4.
* mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple
arguments.
* endjob callback for WM jobs system.
* Geometry node uv/color layer now has search list/autocomplete.
* Various small buildsystem tweaks, not strictly needed yet in trunk.
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default, set RenderEngine property bl_preview = True to enable it.
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After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
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* 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
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* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash
* Starting to rendering while preview render / compo was
still running could crash.
* Exiting while rendering an animation would not abort the
renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
were being rendered at the same time.
There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.
Implementation:
* Rather than assuming the render result does not get freed
during render, which seems to be quite difficult to do given
that e.g. the compositor is allowed to change the size of
the buffer or output different passes, the render result is
now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
writers) at the same time, but only allows one writer to
manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
images being rendered, cases where this is not needed (most
code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
time, rather than the G.rendering check which was not reliable.
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#19345: can't get out of grayed out pointer field.
#19342: item_pointerR fields can't be cleared with one item.
#19341: fix hanging tooltips when manipulating regions.
#19339: context panel still allowed tabbing, but it has no header.
#19334: editing SSS settings crashed previewrender.
#19330: object mode could not be switched on from the header menu.
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- 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!
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Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
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fix a divide by zero in the subsurf code found in the process.
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render textures, related to other recent bugfix for baking.
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proper results, should bake as if SSS was disabled.
- Fix for GLSL to handle failing shadow buffer creation better.
- Fix for sky/atmosphere version patch, was not doing files from 2.46
and newer.
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This adds a few settings to control global render quality, for faster
renders when tweaking lighting etc. The implementation is not so great,
and this should really be part of a proper render profile and preset
system. So for now it's a hidden Peach feature, enabled by setting rt
to 1. Before the next release, I'll either remove or improve it.
Settings are:
- Maximum subsurf level
- Child particles percentage
- Maximum shadow map samples
- AO and SSS quality factor
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unnecessarily.
- Small approximate AO optimization for sky colors/textures.
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it uses flags from all render layers added together, not fully
correct yet, but it's not so easy to separate passes cleanly with
SSS.
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leads to flickering, and a bug that would display parts of the
preview render as black for interrupted preview renders.
(sorry for the late fix, i've triple checked the code ..)
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- Radius R, G, B sliders had too small number increase on clicking.
- Preview render now renders with higher SSS error setting to speed it up a
bit.
- bug #6664: 3d preview render had artifacts. re->viewdx/dy wasn't set then,
which is needed to estimate the area of each point. Have set this now, not
in the nicest way, there is some bit duplicated code, but I don't want to
refactor existing code with the chance of breaking it at this point.
- bug #6665: grid like artifacts with parts rendering. The two extra pixels
around parts used for filtering were used as well, leading to double points.
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- Bug #6652: SSS artifacts with ray shadow.
- Bug #6643: AO + SSS crash. couldn't redo this crash myself, but did find a
bug that may cause a crash, please test.
- Tweak backscattering to avoid thin surfaces rendering too dark.
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Documentation on the settings, known limitations and implementation
info can be found here:
http://www.blender.org/development/current-projects/changes-since-243/subsurface-scattering/
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