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2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-29Option to lock the interface while renderingSergey Sharybin
Added function called WM_set_locked_interface which does two things: - Prevents event queue from being handled, so no operators (see below) or values are even possible to run or change. This prevents any kind of "destructive" action performed from user while rendering. - Locks interface refresh for regions which does have lock set to truth in their template. Currently it's just a 3D viewport, but in the future more regions could be considered unsafe, or we could want to lock different parts of interface when doing different jobs. This is needed because 3D viewport could be using or changing the same data as renderer currently uses, leading to threading conflict. Notifiers are still allowed to handle, so render progress is seen on the screen, but would need to doublecheck on this, in terms some notifiers could be changing the data. For now interface locking happens for render job only in case "Lock Interface" checkbox is enabled. Other tools like backing would also benefit of this option. It is possible to mark operator as safe to be used in locked interface mode by adding OPTYPE_ALLOW_LOCKED bit to operator template flags. This bit is completely handled by wm_evem_system, not with operator run routines, so it's still possible to run operators from drivers and handlers. Currently allowed image editor navigation and zooming. Reviewers: brecht, campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D142
2014-01-27Revert the removal of Blender Internal Edge rendering, after artist feedback.Thomas Dinges
This reverts commit fb91a602c756f3ee5a122efa1862b8be7604186b.
2014-01-27Code cleanup: use booleans where appropriateCampbell Barton
2014-01-25Fix T38353: some EXR files from other applications not loading correctly.Brecht Van Lommel
* EXR layers with names like 'Z' without any pass name were not loaded at all and would break the Combined pass as well. * EXR pass names longer than 16 characters where writing past the end of the array and getting invalid names.
2014-01-23Fix T36165: blender internal HDR textures with negative values got clamped.Brecht Van Lommel
For example for vector displacement, you may have an EXR texture that has negative colors values. Blender clamps these by default, now the Colors panel for textures has a Clamp option to disable this clamping. This option affects all texture types and is enabled by default, you need to disable it if you want negative values to have an influence. Patch by Fredrik Hansson with modifications by me.
2014-01-23Removed the omat matrix from DupliObject.Lukas Tönne
This was storing the original object matrix, which builds on the assumption that obmat is modified during dupli construction, which is a bad hack. Now the obmats are still modified, but this only happens outside of the dupli system itself and the original ("omat") is stored as local variables in the same place where the obmat manipulation takes place. This is easier to follow and avoids hidden hacks as much as possible. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D254
2014-01-22Fix T38323: blender viewport render in particle hair edit mode renders halos.Brecht Van Lommel
Currently it's not supported to do viewport render of particles while in particle edit mode, hide the particle instead of rendering halos.
2014-01-22Fix T37940: Curve Render bug in Blender Internal Render.Sergey Sharybin
Issue was caused by curve object really scale up. It was caused by 677f519 to make scaled down curves work fine. After some tweaks to epsilon value scaled up curves seems to work as well.
2014-01-22Fix T38319: no camera error message for render not showing correctly.Brecht Van Lommel
2014-01-22Fix T38318: blender internal viewport now uses viewport, not render visibility.Brecht Van Lommel
This is the same as cycles and more consistent with it also using viewport resolution.
2014-01-21Fix for Freestyle stroke rendering performed for each SSS material.Tamito Kajiyama
2014-01-21Fix T37976: blender internal transparent shadows from volumes not working ↵Brecht Van Lommel
correct.
2014-01-18Send sequencer render context as const pointer rather than as valueSergey Sharybin
No functional changes just creepy to send rather huge structure by value.
2014-01-17Fix T37958: part of blender internal approximate AO / indirect light preprocessBrecht Van Lommel
could not be cancelled.
2014-01-15Fix for infinite freestyle re-render in the viewportSergey Sharybin
Was a regression since e618d8238e0e and was caused by the wrong main being tagged for update.
2014-01-15Code Cleanup: use iroundfCampbell Barton
also increase precision of rctf print functions
2014-01-13Code Cleanup: replace checks for ima->source with BKE_image_is_animatedCampbell Barton
2014-01-13Fix T38054: High CPU usage with many objectsSergey Sharybin
This is a regression since threaded dependency graph landed to master. Root of the issue goes to the loads of graph preparation being done even if there's nothing to be updated. The idea of this change is to use ID type recalc bits to determine whether there're objects to be updated. Generally speaking, we now check object and object data datablocks with DAG_id_type_tagged() and if there's no such IDs tagged we skip the whole task pool creation and so, The only difficult aspect was that in some circumstances it was possible that there are tagged objects but nothing in ID recalc bit fields. There were several different circumstances when it was possible: * When one assigns object->recalc flag directly DAG flush didn't set corresponding bits to ID recalc bits. Partially it is fixed by making it so flush will set bitfield, but also for object types there's no reason to assign recalc flag directly. Using generic DAG_id_type_tag works almost the same fast as direct assignment, ensures all the bitflags are set properly and for the long run it seems it's what we would actually want to. * DAG_on_visible_update() didn't set recalc bits at all. * Some areas were checking for object->recalc != 0, however it is was possible that object recalc flag contains PSYS_RECALC_CHILD which was never cleaned from there. No idea why would we need to assign such a flag when enabling scene simplification, this is to be investigated separately. * It is possible that scene_update_post and frame_update_post handlers will modify objects. The issue is that DAG_ids_clear_recalc is called just after callbacks, which leaves objects with recalc flags but no corresponding bit in ID recalc bitfield. This leads to some kind of regression when using ID type tag fields to check whether there objects to be updated internally comparing threaded DAG with legacy one. For now let's have a workaround which will preserve tag for ID_OB if there're objects with OB_RECALC_ALL bits. This keeps behavior unchanged comparing with 2.69 release.
2014-01-09Fix T38062: normal map baking gave randomly values 127 or 128 in flat areas.Brecht Van Lommel
Due to float precision issues it was basically random which of the two was used, now it's slightly biased towards 128, which is the convention for flat colors. The small difference between 127 and 128 could give problems with sharp glossy shaders where it would be visible as seams.
2014-01-08Fix T38074: sequence rendering gave "No camera" warning for other scenes thatBrecht Van Lommel
didn't need a camera because they use only compositing nodes.
2014-01-08Fix for RE_engine_begin_result using a NULL pointerCampbell Barton
2014-01-01Fix deadlock happening when using Save Buffers for renderSergey Sharybin
Summary: Issue was caused by the same tile being written twice to the EXR file. This was happening because of partial update of work-in-progress tiles was merging result to the final render result in order to make color management pipeline happy. We need to avoid such a merges and keep memory usage as low as possible when Save Buffers is enabled. Now render pipeline will allocate special display buffer in render layer which will contain combined pass in the display space. This keeps memory usage as low as we can do at this moment. There's one weak thing which is changing color management settings during rendering would lead to lossy conversion. This is because render result's display buffer uses color space from the time when rendering was invoked. This is actually what was happening in previous release already actually so not a big issue. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D162
2013-12-31Fix T37994: crash in preview render after recent color management changes.Lawrence D'Oliveiro
Reviewed By: brecht
2013-12-30Main API: refactor naming, use BKE_main_ prefix and add main arg.Campbell Barton
2013-12-29Fix movie output when using render borderSergey Sharybin
Reported by @plasmasolutions in IRC.
2013-12-27Fix T36474: Blender 2.68a crashes upon renderingSergey Sharybin
Summary: Original issue was caused by wring detection of whether SS modifier is being applied for render/viewport. After recent dependency graph commit this was no longer an issue. But it still might have happen conflict between viewport draw and scene_update_for_newframe() invoked from render thread when using external engines like Cycles. Solved by adding viewport lock while scene is being updated and objects being exported to the render engine. Same lock was already used for Blender Internal. Reviewers: brecht Reviewed By: brecht Maniphest Tasks: T36474 Differential Revision: https://developer.blender.org/D138
2013-12-27Fix out-of-date comment which came from DAG-MT branchSergey Sharybin
2013-12-26Threaded object update and EvaluationContextSergey Sharybin
Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-18Fix T37675: blender internal viewport render not updating properly with volumes.Brecht Van Lommel
2013-12-17Changes to partial update during renderingSergey Sharybin
Summary: Mainly addressed to solve old TODO with color managed fallback to CPU mode when displaying render result during rendering. That fallback was caused by the fact that partial image update was always acquiring image buffer for composite output and was only modifying display buffer directly. This was a big issue for Cycles rendering which renders layers one by one and wanted to display progress of each individual layer. This lead to situations when display buffer was based on what Cycles passes via RenderResult and didn't take layer/pass from image editor header into account. Now made it so image buffer which partial update is operating with always corresponds to what is set in image editor header. To make Cycles displaying progress of all the layers one by one made it so image_rect_update switches image editor user to newly rendering render layer. It happens only once when render engine starts rendering next render layer, so should not be annoying for navigation during rendering. Additional change to render engines was done to make it so they're able to merge composite output to final result without marking tile as done. This is done via do_merge_result argument to end_result() callback. This argument is optional so should not break script compatibility. Additional changes: - Partial display update for Blender Internal now happens from the same thread as tile rendering. This makes it so display conversion (which could be pretty heavy actually) is done in separate threads. Also gives better UI feedback when rendering easy scene with small tiles. - Avoid freeing/allocating byte buffer for render result if it's owned by the image buffer. Only mark it as invalid for color management. Saves loads of buffer re-allocations in cases when having several image editors opened with render result. This change in conjunction with the rest of the patch gave around 50%-100% speedup of render time when displaying non-combined pass during rendering on my laptop. - Partial display buffer update was wrong for buffers with number of channels different from 4. - Remove unused window from RenderJob. - Made image_buffer_rect_update static since it's only used in single file. Reviewers: brecht Reviewed By: brecht CC: dingto Differential Revision: http://developer.blender.org/D98
2013-12-13Image cache rewrite to using generic movie cacheSergey Sharybin
Summary: Behaves very much the same as cache for Movie Clip datablock: - Image now have `MovieCache *cache` field which replaced legacy `ListBase ibufs`. This allows image datablock to easily keep of image buffers which are owned by itself. This field isn't saved to the file and getting restored on undo steps. However, cache limit is global for movies, sequences and image datablocks now. So overall cached image buffers size will not go above cache limit size in user preferences. - Image buffers which are marked as BITMAPDIRTY will never be freed from the cache. - Added utility function to iterate over image buffers saved in movie cache. - Movie cache cleanup check callback now have ImBuf argument which can be used in a condition of cleanup. - Added some utility functions which replaces legacy ibufs iterations with image cache iteration which happens from inside a lock. - Fixed `image_mem_size()` which was only counting one of the buffers if both float and byte buffer present. Additional notes: - `BKE_image_get_first_ibuf()` is rather stupid, but direct access to ibufs->first was also the same stupid idea. Would consider avoid this function is another project. - There are some places which doesn't look threadsafe, but they already were not so much threadsafe anyway before. So think not a big deal with solving this later. Finally solves infinite memory usage by image sequences! :) Reviewers: brecht, campbellbarton Reviewed By: brecht CC: sebastian_k Differential Revision: http://developer.blender.org/D95
2013-12-12Code Cleanup: replace global debug checks in raycast with DEBUG ifdefCampbell Barton
2013-12-04Code Cleanup: correct fabsf/fabs/abs useCampbell Barton
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
2013-11-26Fix T37225: UV map for closed curves incorrectly generatedSergey Sharybin
Summary: Curve ORCO was not calculating properly for cyclic 2D curves. - Needed to split vertices for blender internal renderer. Otherwise it's not possible to map last face to a proper texture location. - Needed to tweak curve->mesh conversion to respect cyclic flag along U direction. - Removed check for orcodm in curve.c:add_orco_dm since this code is only called if there're enabled constructive modifiers on the curve. Reviewers: brecht Maniphest Tasks: T37225 Differential Revision: http://developer.blender.org/D45
2013-11-25Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire ↵IRIE Shinsuke
information such as light vector from specified Lamp. For now this provides the following outputs: - Color - Light Vector - Distance - Shadow - Visibility Factor Note: Color output is multiplied by the lamp energy. Multiplication of color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor produces the exact same result as the Lambert shader. Many thanks to Brecht for code review and discussion!
2013-11-22Fix T37359: Dynamic Paint deletes inactive texture from smoke domain when ↵Miika Hamalainen
using a material as brush color
2013-11-22Optimization for render result saveSergey Sharybin
Skip byte->float conversion if output file format supports high bit depths but configured to only output 8 bits per channel. Gives around 30% speedup when re-exporting movie file to PNG image sequence here on laptop. Possible further optimization: - Skip color space conversion in imbuf_for_write function if we've got already have buffer in that space. This doesn't seem to happen often after tweak to render result to imbuf. - Skip black alpha-under if original image is opaque, This is a bit tricky to detect.
2013-11-20* Remove more code for stars, missed those. Sorry!Thomas Dinges
2013-11-20Blender Internal:Thomas Dinges
* Remove Stars feature. This was a quite minimalistic feature and there are better alternatives with more control (particles for example). Removal discussed during BCon13 developer meeting and already years before, time to do it.. Reviewed By: brecht Differential Revision: http://developer.blender.org/D17
2013-11-19Blender Internal:Thomas Dinges
* Remove "Edge" post processing effect and the corresponding render layer. Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again). Reviewed By: brecht, ton Differential Revision: http://developer.blender.org/D14
2013-11-18Fix T37486: Displacement bake from multires crashes when preview level is on 0Sergey Sharybin
Revert "Code cleanup: remove unused block from multire baker" This reverts commit 63b01f6beee8eced14ff013ca93732f5c176ad10. Multires displacement baker in fact uses level 0 for the original subdivided mesh. Missed this when was making an original commit.
2013-11-12Change the behavior of AO pass in Blender internal's shader/render node tree ↵Irie Shinsuke
so that it becomes (1.0, 1.0, 1.0) when AO is disabled. For materials using AO pass, this makes the material preview and the GLSL preview more accurate, but shouldn't affect final rendering in most cases because we usually enable AO when using the AO pass in node tree. Thanks to Brecht for code review.
2013-10-31code cleanup: spellingCampbell Barton
2013-10-29Code cleanup: remove unused block from multire bakerSergey Sharybin
Mapping from grid on ll 0 was not used and was incorrect since bmesh merge anyway.
2013-10-29patch [#37219] RenderParts.partsdone is not a boolean, but a counterCampbell Barton
from Lawrence D'Oliveiro (ldo)
2013-10-27fix [#37195] particles crash with viewport renderCampbell Barton
2013-10-25add check for cmake that source files are not included multiple timesCampbell Barton
2013-10-22style cleanupCampbell Barton