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2014-03-06 04:33:15 +11:00
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/blenloader/intern/versioning_270.c
* \ingroup blenloader
*/
#include "BLI_utildefines.h"
#include "BLI_compiler_attrs.h"
Multi-View and Stereo 3D 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
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#include "BLI_string.h"
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/* for MinGW32 definition of NULL, could use BLI_blenlib.h instead too */
#include <stddef.h>
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/* allow readfile to use deprecated functionality */
#define DNA_DEPRECATED_ALLOW
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_cloth_types.h"
#include "DNA_constraint_types.h"
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#include "DNA_sdna_types.h"
#include "DNA_sequence_types.h"
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#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
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#include "DNA_modifier_types.h"
#include "DNA_particle_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_actuator_types.h"
Multi-View and Stereo 3D 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
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#include "DNA_camera_types.h"
#include "DNA_view3d_types.h"
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#include "DNA_genfile.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
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#include "BKE_node.h"
Multi-View and Stereo 3D 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
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#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_screen.h"
Multi-View and Stereo 3D 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
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#include "BKE_sequencer.h"
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Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
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#include "BLI_math.h"
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#include "BLI_listbase.h"
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
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#include "BLI_string.h"
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#include "BLO_readfile.h"
#include "readfile.h"
#include "MEM_guardedalloc.h"
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static void do_version_constraints_radians_degrees_270_1(ListBase *lb)
{
bConstraint *con;
for (con = lb->first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_TRANSFORM) {
bTransformConstraint *data = (bTransformConstraint *)con->data;
const float deg_to_rad_f = DEG2RADF(1.0f);
if (data->from == TRANS_ROTATION) {
mul_v3_fl(data->from_min, deg_to_rad_f);
mul_v3_fl(data->from_max, deg_to_rad_f);
}
if (data->to == TRANS_ROTATION) {
mul_v3_fl(data->to_min, deg_to_rad_f);
mul_v3_fl(data->to_max, deg_to_rad_f);
}
}
}
}
static void do_version_constraints_radians_degrees_270_5(ListBase *lb)
{
bConstraint *con;
for (con = lb->first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_TRANSFORM) {
bTransformConstraint *data = (bTransformConstraint *)con->data;
if (data->from == TRANS_ROTATION) {
copy_v3_v3(data->from_min_rot, data->from_min);
copy_v3_v3(data->from_max_rot, data->from_max);
}
else if (data->from == TRANS_SCALE) {
copy_v3_v3(data->from_min_scale, data->from_min);
copy_v3_v3(data->from_max_scale, data->from_max);
}
if (data->to == TRANS_ROTATION) {
copy_v3_v3(data->to_min_rot, data->to_min);
copy_v3_v3(data->to_max_rot, data->to_max);
}
else if (data->to == TRANS_SCALE) {
copy_v3_v3(data->to_min_scale, data->to_min);
copy_v3_v3(data->to_max_scale, data->to_max);
}
}
}
}
static void do_version_constraints_stretch_to_limits(ListBase *lb)
{
bConstraint *con;
for (con = lb->first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_STRETCHTO) {
bStretchToConstraint *data = (bStretchToConstraint *)con->data;
data->bulge_min = 1.0f;
data->bulge_max = 1.0f;
}
}
}
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void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
{
if (!MAIN_VERSION_ATLEAST(main, 270, 0)) {
if (!DNA_struct_elem_find(fd->filesdna, "BevelModifierData", "float", "profile")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Bevel) {
BevelModifierData *bmd = (BevelModifierData *)md;
bmd->profile = 0.5f;
bmd->val_flags = MOD_BEVEL_AMT_OFFSET;
}
}
}
}
/* nodes don't use fixed node->id any more, clean up */
FOREACH_NODETREE(main, ntree, id) {
if (ntree->type == NTREE_COMPOSIT) {
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
if (ELEM(node->type, CMP_NODE_COMPOSITE, CMP_NODE_OUTPUT_FILE)) {
node->id = NULL;
}
}
}
} FOREACH_NODETREE_END
{
bScreen *screen;
for (screen = main->screen.first; screen; screen = screen->id.next) {
ScrArea *area;
for (area = screen->areabase.first; area; area = area->next) {
SpaceLink *space_link;
for (space_link = area->spacedata.first; space_link; space_link = space_link->next) {
if (space_link->spacetype == SPACE_CLIP) {
SpaceClip *space_clip = (SpaceClip *) space_link;
if (space_clip->mode != SC_MODE_MASKEDIT) {
space_clip->mode = SC_MODE_TRACKING;
}
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "MovieTrackingSettings", "float", "default_weight")) {
MovieClip *clip;
for (clip = main->movieclip.first; clip; clip = clip->id.next) {
clip->tracking.settings.default_weight = 1.0f;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 1)) {
Scene *sce;
Object *ob;
/* Update Transform constraint (another deg -> rad stuff). */
for (ob = main->object.first; ob; ob = ob->id.next) {
do_version_constraints_radians_degrees_270_1(&ob->constraints);
if (ob->pose) {
/* Bones constraints! */
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
do_version_constraints_radians_degrees_270_1(&pchan->constraints);
}
}
}
for (sce = main->scene.first; sce; sce = sce->id.next) {
if (sce->r.raytrace_structure == R_RAYSTRUCTURE_BLIBVH) {
sce->r.raytrace_structure = R_RAYSTRUCTURE_AUTO;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 2)) {
Mesh *me;
/* Mesh smoothresh deg->rad. */
for (me = main->mesh.first; me; me = me->id.next) {
me->smoothresh = DEG2RADF(me->smoothresh);
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 3)) {
FreestyleLineStyle *linestyle;
for (linestyle = main->linestyle.first; linestyle; linestyle = linestyle->id.next) {
linestyle->flag |= LS_NO_SORTING;
linestyle->sort_key = LS_SORT_KEY_DISTANCE_FROM_CAMERA;
linestyle->integration_type = LS_INTEGRATION_MEAN;
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 4)) {
/* ui_previews were not handled correctly when copying areas, leading to corrupted files (see T39847).
* This will always reset situation to a valid state.
*/
bScreen *sc;
for (sc = main->screen.first; sc; sc = sc->id.next) {
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
ARegion *ar;
ListBase *lb = (sl == sa->spacedata.first) ? &sa->regionbase : &sl->regionbase;
for (ar = lb->first; ar; ar = ar->next) {
BLI_listbase_clear(&ar->ui_previews);
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 5)) {
Object *ob;
/* Update Transform constraint (again :|). */
for (ob = main->object.first; ob; ob = ob->id.next) {
do_version_constraints_radians_degrees_270_5(&ob->constraints);
if (ob->pose) {
/* Bones constraints! */
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
do_version_constraints_radians_degrees_270_5(&pchan->constraints);
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 271, 0)) {
if (!DNA_struct_elem_find(fd->filesdna, "Material", "int", "mode2")) {
Material *ma;
for (ma = main->mat.first; ma; ma = ma->id.next)
ma->mode2 = MA_CASTSHADOW;
}
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
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if (!DNA_struct_elem_find(fd->filesdna, "RenderData", "BakeData", "bake")) {
Scene *sce;
for (sce = main->scene.first; sce; sce = sce->id.next) {
sce->r.bake.flag = R_BAKE_CLEAR;
sce->r.bake.width = 512;
sce->r.bake.height = 512;
sce->r.bake.margin = 16;
sce->r.bake.normal_space = R_BAKE_SPACE_TANGENT;
sce->r.bake.normal_swizzle[0] = R_BAKE_POSX;
sce->r.bake.normal_swizzle[1] = R_BAKE_POSY;
sce->r.bake.normal_swizzle[2] = R_BAKE_POSZ;
BLI_strncpy(sce->r.bake.filepath, U.renderdir, sizeof(sce->r.bake.filepath));
sce->r.bake.im_format.planes = R_IMF_PLANES_RGBA;
sce->r.bake.im_format.imtype = R_IMF_IMTYPE_PNG;
sce->r.bake.im_format.depth = R_IMF_CHAN_DEPTH_8;
sce->r.bake.im_format.quality = 90;
sce->r.bake.im_format.compress = 15;
}
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
}
if (!DNA_struct_elem_find(fd->filesdna, "FreestyleLineStyle", "float", "texstep")) {
FreestyleLineStyle *linestyle;
for (linestyle = main->linestyle.first; linestyle; linestyle = linestyle->id.next) {
linestyle->flag |= LS_TEXTURE;
linestyle->texstep = 1.0;
}
}
{
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
int num_layers = BLI_listbase_count(&scene->r.layers);
scene->r.actlay = min_ff(scene->r.actlay, num_layers - 1);
}
}
}
2014-07-07 15:54:46 +09:00
if (!MAIN_VERSION_ATLEAST(main, 271, 1)) {
if (!DNA_struct_elem_find(fd->filesdna, "Material", "float", "line_col[4]")) {
2014-07-07 15:54:46 +09:00
Material *mat;
for (mat = main->mat.first; mat; mat = mat->id.next) {
mat->line_col[0] = mat->line_col[1] = mat->line_col[2] = 0.0f;
mat->line_col[3] = mat->alpha;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "RenderData", "int", "preview_start_resolution")) {
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
scene->r.preview_start_resolution = 64;
}
}
2014-07-07 15:54:46 +09:00
}
if (!MAIN_VERSION_ATLEAST(main, 271, 2)) {
/* init up & track axis property of trackto actuators */
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
bActuator *act;
for (act = ob->actuators.first; act; act = act->next) {
if (act->type == ACT_EDIT_OBJECT) {
bEditObjectActuator *eoact = act->data;
eoact->trackflag = ob->trackflag;
/* if trackflag is pointing +-Z axis then upflag should point Y axis.
* Rest of trackflag cases, upflag should be point z axis */
if ((ob->trackflag == OB_POSZ) || (ob->trackflag == OB_NEGZ)) {
eoact->upflag = 1;
}
else {
eoact->upflag = 2;
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 271, 3)) {
Brush *br;
for (br = main->brush.first; br; br = br->id.next) {
br->fill_threshold = 0.2f;
}
if (!DNA_struct_elem_find(fd->filesdna, "BevelModifierData", "int", "mat")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Bevel) {
BevelModifierData *bmd = (BevelModifierData *)md;
bmd->mat = -1;
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 271, 6)) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_ParticleSystem) {
2014-08-27 09:49:31 +10:00
ParticleSystemModifierData *pmd = (ParticleSystemModifierData *)md;
if (pmd->psys && pmd->psys->clmd) {
pmd->psys->clmd->sim_parms->vel_damping = 1.0f;
2014-08-27 09:49:31 +10:00
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 272, 0)) {
if (!DNA_struct_elem_find(fd->filesdna, "RenderData", "int", "preview_start_resolution")) {
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
scene->r.preview_start_resolution = 64;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 272, 1)) {
Brush *br;
for (br = main->brush.first; br; br = br->id.next) {
if ((br->ob_mode & OB_MODE_SCULPT) && ELEM(br->sculpt_tool, SCULPT_TOOL_GRAB, SCULPT_TOOL_SNAKE_HOOK))
br->alpha = 1.0f;
}
}
if (!MAIN_VERSION_ATLEAST(main, 272, 2)) {
if (!DNA_struct_elem_find(fd->filesdna, "Image", "float", "gen_color")) {
Image *image;
for (image = main->image.first; image != NULL; image = image->id.next) {
image->gen_color[3] = 1.0f;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "bStretchToConstraint", "float", "bulge_min")) {
Object *ob;
/* Update Transform constraint (again :|). */
for (ob = main->object.first; ob; ob = ob->id.next) {
do_version_constraints_stretch_to_limits(&ob->constraints);
if (ob->pose) {
/* Bones constraints! */
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
do_version_constraints_stretch_to_limits(&pchan->constraints);
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 1)) {
#define BRUSH_RAKE (1 << 7)
#define BRUSH_RANDOM_ROTATION (1 << 25)
Brush *br;
for (br = main->brush.first; br; br = br->id.next) {
if (br->flag & BRUSH_RAKE) {
br->mtex.brush_angle_mode |= MTEX_ANGLE_RAKE;
br->mask_mtex.brush_angle_mode |= MTEX_ANGLE_RAKE;
}
else if (br->flag & BRUSH_RANDOM_ROTATION) {
br->mtex.brush_angle_mode |= MTEX_ANGLE_RANDOM;
br->mask_mtex.brush_angle_mode |= MTEX_ANGLE_RANDOM;
}
2015-01-31 17:23:30 +11:00
br->mtex.random_angle = 2.0 * M_PI;
br->mask_mtex.random_angle = 2.0 * M_PI;
}
Multi-View and Stereo 3D 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
2015-04-06 10:40:12 -03:00
}
#undef BRUSH_RAKE
#undef BRUSH_RANDOM_ROTATION
/* Customizable Safe Areas */
if (!MAIN_VERSION_ATLEAST(main, 273, 2)) {
if (!DNA_struct_elem_find(fd->filesdna, "Scene", "DisplaySafeAreas", "safe_areas")) {
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
copy_v2_fl2(scene->safe_areas.title, 3.5f / 100.0f, 3.5f / 100.0f);
copy_v2_fl2(scene->safe_areas.action, 10.0f / 100.0f, 5.0f / 100.0f);
copy_v2_fl2(scene->safe_areas.title_center, 17.5f / 100.0f, 5.0f / 100.0f);
copy_v2_fl2(scene->safe_areas.action_center, 15.0f / 100.0f, 5.0f / 100.0f);
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 3)) {
ParticleSettings *part;
for (part = main->particle.first; part; part = part->id.next) {
if (part->clumpcurve)
part->child_flag |= PART_CHILD_USE_CLUMP_CURVE;
if (part->roughcurve)
part->child_flag |= PART_CHILD_USE_ROUGH_CURVE;
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 6)) {
if (!DNA_struct_elem_find(fd->filesdna, "ClothSimSettings", "float", "bending_damping")) {
Object *ob;
ModifierData *md;
for (ob = main->object.first; ob; ob = ob->id.next) {
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Cloth) {
ClothModifierData *clmd = (ClothModifierData *)md;
clmd->sim_parms->bending_damping = 0.5f;
}
else if (md->type == eModifierType_ParticleSystem) {
ParticleSystemModifierData *pmd = (ParticleSystemModifierData *)md;
if (pmd->psys->clmd) {
pmd->psys->clmd->sim_parms->bending_damping = 0.5f;
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "ParticleSettings", "float", "clump_noise_size")) {
ParticleSettings *part;
for (part = main->particle.first; part; part = part->id.next) {
part->clump_noise_size = 1.0f;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "ParticleSettings", "int", "kink_extra_steps")) {
ParticleSettings *part;
for (part = main->particle.first; part; part = part->id.next) {
part->kink_extra_steps = 4;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "MTex", "float", "kinkampfac")) {
ParticleSettings *part;
for (part = main->particle.first; part; part = part->id.next) {
int a;
for (a = 0; a < MAX_MTEX; a++) {
MTex *mtex = part->mtex[a];
if (mtex) {
mtex->kinkampfac = 1.0f;
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "HookModifierData", "char", "flag")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Hook) {
HookModifierData *hmd = (HookModifierData *)md;
hmd->falloff_type = eHook_Falloff_InvSquare;
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "NodePlaneTrackDeformData", "char", "flag")) {
FOREACH_NODETREE(main, ntree, id) {
if (ntree->type == NTREE_COMPOSIT) {
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
if (ELEM(node->type, CMP_NODE_PLANETRACKDEFORM)) {
NodePlaneTrackDeformData *data = node->storage;
data->flag = 0;
data->motion_blur_samples = 16;
data->motion_blur_shutter = 0.5f;
}
}
}
}
FOREACH_NODETREE_END
}
if (!DNA_struct_elem_find(fd->filesdna, "Camera", "GPUDOFSettings", "gpu_dof")) {
Camera *ca;
for (ca = main->camera.first; ca; ca = ca->id.next) {
ca->gpu_dof.fstop = 128.0f;
ca->gpu_dof.focal_length = 1.0f;
ca->gpu_dof.focus_distance = 1.0f;
ca->gpu_dof.sensor = 1.0f;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 7)) {
bScreen *scr;
ScrArea *sa;
SpaceLink *sl;
ARegion *ar;
for (scr = main->screen.first; scr; scr = scr->id.next) {
/* Remove old deprecated region from filebrowsers */
for (sa = scr->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_FILE) {
for (ar = sl->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_CHANNELS) {
break;
}
}
if (ar) {
/* Free old deprecated 'channel' region... */
BKE_area_region_free(NULL, ar);
BLI_freelinkN(&sl->regionbase, ar);
}
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 8)) {
Object *ob;
for (ob = main->object.first; ob != NULL; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.last; md != NULL; md = md->prev) {
if (modifier_unique_name(&ob->modifiers, md)) {
printf("Warning: Object '%s' had several modifiers with the "
"same name, renamed one of them to '%s'.\n",
ob->id.name + 2, md->name);
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 9)) {
bScreen *scr;
ScrArea *sa;
SpaceLink *sl;
ARegion *ar;
/* Make sure sequencer preview area limits zoom */
for (scr = main->screen.first; scr; scr = scr->id.next) {
for (sa = scr->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_SEQ) {
for (ar = sl->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_PREVIEW) {
ar->v2d.keepzoom |= V2D_LIMITZOOM;
ar->v2d.minzoom = 0.001f;
ar->v2d.maxzoom = 1000.0f;
break;
}
}
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 274, 1)) {
/* particle systems need to be forced to redistribute for jitter mode fix */
{
Object *ob;
ParticleSystem *psys;
for (ob = main->object.first; ob; ob = ob->id.next) {
for (psys = ob->particlesystem.first; psys; psys = psys->next) {
psys->recalc |= PSYS_RECALC_RESET;
}
}
}
/* hysteresis setted to 10% but not actived */
if (!DNA_struct_elem_find(fd->filesdna, "LodLevel", "int", "obhysteresis")) {
2015-03-23 22:51:12 +11:00
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
LodLevel *level;
for (level = ob->lodlevels.first; level; level = level->next) {
level->obhysteresis = 10;
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "GameData", "int", "scehysteresis")) {
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
scene->gm.scehysteresis = 10;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 274, 2)) {
FOREACH_NODETREE(main, ntree, id) {
bNode *node;
bNodeSocket *sock;
for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == SH_NODE_MATERIAL) {
for (sock = node->inputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "Refl")) {
BLI_strncpy(sock->name, "DiffuseIntensity", sizeof(sock->name));
}
}
}
else if (node->type == SH_NODE_MATERIAL_EXT) {
for (sock = node->outputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "Refl")) {
BLI_strncpy(sock->name, "DiffuseIntensity", sizeof(sock->name));
}
else if (STREQ(sock->name, "Ray Mirror")) {
BLI_strncpy(sock->name, "Reflectivity", sizeof(sock->name));
}
}
}
}
} FOREACH_NODETREE_END
}
2015-04-07 08:46:48 +10:00
if (!MAIN_VERSION_ATLEAST(main, 274, 4)) {
Multi-View and Stereo 3D 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
2015-04-06 10:40:12 -03:00
SceneRenderView *srv;
wmWindowManager *wm;
bScreen *screen;
wmWindow *win;
Scene *scene;
Camera *cam;
Image *ima;
for (scene = main->scene.first; scene; scene = scene->id.next) {
Sequence *seq;
BKE_scene_add_render_view(scene, STEREO_LEFT_NAME);
srv = scene->r.views.first;
BLI_strncpy(srv->suffix, STEREO_LEFT_SUFFIX, sizeof(srv->suffix));
BKE_scene_add_render_view(scene, STEREO_RIGHT_NAME);
srv = scene->r.views.last;
BLI_strncpy(srv->suffix, STEREO_RIGHT_SUFFIX, sizeof(srv->suffix));
SEQ_BEGIN (scene->ed, seq)
{
seq->stereo3d_format = MEM_callocN(sizeof(Stereo3dFormat), "Stereo Display 3d Format");
#define SEQ_USE_PROXY_CUSTOM_DIR (1 << 19)
#define SEQ_USE_PROXY_CUSTOM_FILE (1 << 21)
if (seq->strip && seq->strip->proxy && !seq->strip->proxy->storage) {
if (seq->flag & SEQ_USE_PROXY_CUSTOM_DIR)
seq->strip->proxy->storage = SEQ_STORAGE_PROXY_CUSTOM_DIR;
if (seq->flag & SEQ_USE_PROXY_CUSTOM_FILE)
seq->strip->proxy->storage = SEQ_STORAGE_PROXY_CUSTOM_FILE;
}
#undef SEQ_USE_PROXY_CUSTOM_DIR
#undef SEQ_USE_PROXY_CUSTOM_FILE
Multi-View and Stereo 3D 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
2015-04-06 10:40:12 -03:00
}
SEQ_END
}
for (screen = main->screen.first; screen; screen = screen->id.next) {
ScrArea *sa;
for (sa = screen->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
switch (sl->spacetype) {
case SPACE_VIEW3D:
{
View3D *v3d = (View3D *)sl;
v3d->stereo3d_camera = STEREO_3D_ID;
v3d->stereo3d_flag |= V3D_S3D_DISPPLANE;
v3d->stereo3d_convergence_alpha = 0.15f;
v3d->stereo3d_volume_alpha = 0.05f;
break;
}
case SPACE_IMAGE:
{
SpaceImage *sima = (SpaceImage *) sl;
sima->iuser.flag |= IMA_SHOW_STEREO;
sima->iuser.passtype = SCE_PASS_COMBINED;
break;
}
}
}
}
}
for (cam = main->camera.first; cam; cam = cam->id.next) {
2015-04-14 10:30:14 +10:00
cam->stereo.interocular_distance = 0.065f;
cam->stereo.convergence_distance = 30.0f * 0.065f;
Multi-View and Stereo 3D 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
2015-04-06 10:40:12 -03:00
}
for (ima = main->image.first; ima; ima = ima->id.next) {
ima->stereo3d_format = MEM_callocN(sizeof(Stereo3dFormat), "Image Stereo 3d Format");
if (ima->packedfile) {
ImagePackedFile *imapf = MEM_mallocN(sizeof(ImagePackedFile), "Image Packed File");
BLI_addtail(&ima->packedfiles, imapf);
imapf->packedfile = ima->packedfile;
BLI_strncpy(imapf->filepath, ima->name, FILE_MAX);
ima->packedfile = NULL;
}
}
for (wm = main->wm.first; wm; wm = wm->id.next) {
for (win = wm->windows.first; win; win = win->next) {
win->stereo3d_format = MEM_callocN(sizeof(Stereo3dFormat), "Stereo Display 3d Format");
}
}
}
2014-03-06 04:33:15 +11:00
}