Commit Graph

383 Commits

Author SHA1 Message Date
cc3476b07e Fix for
* [#35724] Backdrop zoom can be set to a very small value, making the backdrop disapear.

There were checks in the drawnode that needed to be placed in the readfile.
The checks checked if the zoomlevel was 0.0, then it was defaulted to 1.0, but the zoomvalue had a minimum limit of 0.01, hence it did not work.
Moved the check to the readfile and checked for all values smaller then 0.02. These values are then reset to 1.0

Jeroen & Monique
 - At Mind -
2013-06-14 13:56:00 +00:00
9aa088bab6 Track Position node now could output absolute position of track at a given frame 2013-06-12 14:28:36 +00:00
99b325cebf Cycles / Toon BSDF:
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. 
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon

Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
2013-05-23 17:45:20 +00:00
3758193c18 Cycles / Wireframe node:
* Added a wireframe node (Input category) to get access to Mesh wireframe data. 
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. 
* Only the triangulated mesh is available now, quads is for later. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe

Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
2013-05-20 15:58:37 +00:00
eaa6479ae3 Cycles: bump node changes to add a Distance input that controls the overall displacement
distance, and an Invert option to invert the bump effect.
2013-05-10 16:57:17 +00:00
5424c1fe55 Fix #35278: textures nodes Mix RGB node did not have a Use Alpha option like
the compositing node. Note the shader nodes can't have this because color
sockets there are only RGB, not RGBA.
2013-05-10 12:39:11 +00:00
Lukas Toenne
6fe753c11b Extended the draw callback API for node sockets with an explicit text parameter, instead of always using the sock->name string. This can be useful for drawing the socket values separate from the label, e.g. in the node view template. 2013-05-08 14:58:41 +00:00
Lukas Toenne
672d393517 Change to socket draw functions: instead of always only drawing the socket label for connected sockets, leave this check up to the socket draw function itself. This allows future socket types to draw buttons or other info in all cases and handle connected/unconnected state more flexibly.
The drawinputfunc/drawoutputfunc callbacks in bNodeType are pretty much empty wrappers now and should be removed at some point. This per-node differentiation should rather be implemented as a specialized socket type if necessary. The only use case for this feature that remains is the file output node in compositor, which displays shortened file format info for each socket.
2013-05-08 14:58:37 +00:00
879859e0cc Second part of fix for regression of nodes UI translation (since new pynodes): add back sockets translation. 2013-05-03 14:01:12 +00:00
Lukas Toenne
6cdc12dc74 Fix for #34739 and #35060, avoid ambiguity in compositor viewer nodes.
The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone.

In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node.

The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active.

Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
2013-04-24 16:36:50 +00:00
48b3dab64a Fix #35008: compositing nodes viewer border (ctrl + B) not working correct inside node groups. 2013-04-24 15:39:19 +00:00
356b393c0a Node Socket UI:
* Fix for Min/Max labels, they started with a lower-case character.
2013-04-14 09:07:38 +00:00
Lukas Toenne
94931f9f45 Replacing the node Add menu and making the toolbar useful
As some people have already noticed, the "Add" menu for nodes is a bit messy since pynodes merge. The reason for this is that the order of nodes in submenus (categories) was previously defined by the order in which all nodes are registered (at the bottom of blenkernel/intern/node.c). For the dynamic registration of node types now possible this system of defining node order along with registration is no longer viable: while it would still sort of work for C nodes, it is completely meaningless for dynamic (python) nodes, which are basically registered automatically in whatever order modules and addons are loaded, with the added complexity of unloading and reloading.

To fix this problem and add a bunch of desirable features this commit replaces the C menu with a python implementation. The new menu does not rely on any particular order of types in the node registry, but instead uses a simple explicit list of all the available nodes, grouped by categories (in scripts/nodeitems_builtins.py).

There are a number of additional features that become possible with this implementation:

1) Node Toolbar can be populated!
The list of nodes is used to create 2 UI items for each node: 1 entry in a submenu of "Add" menu and 1 item in a node toolbar panel with basically the same functionality. Clicking a button in the toolbar will add a new node of this type, just like selecting an item in the menu. The toolbar has the advantage of having collapsible panels for each category, so users can decide if they don't need certain nodes categories and have the rest more easily accessible.

2) Each node item is a true operator call.
The old Add menu is a pretty old piece of C code which doesn't even use proper operator buttons. Now there is a generic node_add operator which can be used very flexibly for adding any of the available nodes.

3) Node Items support additional settings.
Each "NodeItem" consists of the basic node type plus an optional list of initial settings that shall be applied to a new instance. This gives additional flexibility for creating variants of the same node or for defining preferred initial settings. E.g. it has been requested to disable previews for all nodes except inputs, this would be simple change in the py code and much less intrusive than in C.

4) Node items can be generated with a function.
A callback can be used in any category instead of the fixed list, which generates a set of items based on the context (much like dynamic enum items in bpy.props). Originally this was implemented for group nodes, because these nodes only make sense when linked to a node tree from the library data. This principle could come in handy for a number of other nodes, e.g. Image nodes could provide a similar list of node variants based on images in the library - no need to first add node, then select an image.

WARNING: pynodes scripters will have to rework their "draw_add_menu" callback in node tree types, this has been removed now! It was already pretty redundant, since one can add draw functions to the Add menu just like for any other menu. In the future i'd like to improve the categories system further so scripters can use it for custom node systems too, for now just make a draw callback and attach it to the Add menu.
2013-04-13 15:38:02 +00:00
c1b704a11a Use GLSL display for compositor backdrop and sequencer preview
Now only background images remained to be ported. Plus implement
GLSL for dithering and RGB curves.
2013-04-04 12:20:13 +00:00
9c49e71216 Bunch of fixes for GLSL display transform
- GLSL shader wasn't aware of alpha predivide option,
  always assuming alpha is straight. Gave wrong results
  when displaying transparent float buffers.

- GLSL display wasn't aware of float buffers with number
  of channels different from 4, crashing when trying to
  display image with different number of channels.

  This required a bit larger changes, namely now it's
  possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
  to glaDrawPixelsTex, This also implied adding format to
  glaDrawPixelsAuto and modifying all places where this
  functions are called.

  Now GLSL will handle both 3 and 4 channels buffers,
  single channel images are handled by CPU.

- Replaced hack for render result displaying with a bit
  different hack.

  Namely CPU conversion will happen only during render,
  once render is done GLSL would be used for displaying
  render result on a screen.

  This is so because of the way renderer updates parts
  of the image -- it happens without respect to active
  render layer in image user. This is harmless because
  only display buffer is modifying, but this is tricky
  because we don't have original buffer opened during
  rendering.

  One more related fix here was about when rendering
  multiple layers, wrong image would be displaying when
  rendering is done. Added a signal to invalidate
  display buffer once rendering is done (only happens
  when using multiple layers). This solves issue with
  wrong buffer stuck on the display when using regular
  CPU display space transform and if GLSL is available
  it'll make image displayed with a GLSL shader.

- As an additional change, byte buffers now also uses
  GLSL display transform.

  So now only dutehr and RGB curves are stoppers for
  using GLSL for all kind of display transforms.
2013-04-03 15:59:54 +00:00
Lukas Toenne
4b5be1c097 Fix for node groups, now exposing a socket will copy the default value from internal nodes again. Also this value can be changed in the node group Interface panel. 2013-03-28 10:32:04 +00:00
92d7955d13 fix for struct definition building with msvc2008 and some style cleanup. 2013-03-24 01:19:55 +00:00
3966722057 code cleanup: misc warnings/style 2013-03-21 02:58:21 +00:00
d6ad96e2a9 Small fix: make node backdrop draw with nearest-pixel filter, so it zooms in
showing pixels. Issue was it also blurred image at zoom level 1... maybe subpixel
issue. Anyway - for inspecting exact composite results, zooming in showing pixels
is nicer anyway.
2013-03-20 16:30:48 +00:00
Lukas Toenne
bbac76ee26 Nicer handling of undefined node, tree and socket types.
When nodes are loaded from a .blend file they can potentially have undefined types. This can happen if a type has been deprecated and removed, or if node types were defined in a python script that has not been loaded correctly. Previously all such nodes would automatically be removed from a node tree, assuming that their types were deprecated and no longer in use (more commonly caused by loading new nodes in an older Blender version). Due to the possibility of dynamic registration it is no longer feasible to simply delete such nodes.

Display and handling of node trees was simply disabled before this patch, so that a node tree where any node or socket type was undefined would not be displayed at all. To give more information and avoid problems caused by necessary checks for the typeinfo pointer, there is now a 'Undefined' fallback type for trees, nodes and sockets. These types are used as placeholders in case the real type is not registered and can provide useful visual feedback on undefined nodes.
2013-03-19 13:40:16 +00:00
d215f453df UI / Node Editor:
* Align Render Layer menu and Render button in "Render Layers" node. 
This looks better and the settings belong together as well.
2013-03-19 13:31:54 +00:00
Lukas Toenne
422ed07339 Fix for shader node sockets not displaying the name when unconnected. Default button draw implementation for node sockets should be to display just the name label. 2013-03-19 10:03:52 +00:00
01e9dae3dc code cleanup 2013-03-18 18:25:05 +00:00
Lukas Toenne
4638e5f99a Merge of the PyNodes branch (aka "custom nodes") into trunk.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.

=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.

Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].

=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].

The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.

[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
66a35e089a Fix for "draw images as texture"
Zooming in on images in Image window now shows pixels again (was filtered).

Now the glaDrawPixelsTex() and glaDrawPixelsAuto() have an argument to 
define if images should zoom in with linear filter, or draw pixels.
2013-03-17 17:32:45 +00:00
0a4b030145 New feature:
Automatic switching for drawing pixel buffers via glDrawPixels or using GPU textures

It works with a User Preference limit, in megapixels, to define whether to use
GPU or direct pixel drawing. Default is now initialized to 10 MP (4k buffers).

Especially for zooming out (draw smaller) texture drawing is much smaller. Also
Nvidia cards typically draw much faster with textures in general.

Added to node backdrop first now, the other editors follow in a next commit.

For coders: added new DNA function to initialize new struct variables, so you
don't have to sub-version files anymore.

   DNA_struct_elem_find(fd->filesdna, "structname", "typename", "varname") 

"filesdna" is the sdna description of the current file being versioned.
2013-03-17 14:38:58 +00:00
47f6d7ff93 Fix node group drawing not taking into account DPI properly. 2013-03-13 14:19:57 +00:00
4daef64986 Fix more UI i18n issues (reported by Leon Cheung and Lockal).
We have a glicth with colormanagement's spaces descriptions, though, looks like they are clamped at 64 chars (see raw space), will see that later, if it’s solvable.
2013-03-11 09:06:49 +00:00
c36f20a7d2 style cleanup 2013-03-08 04:00:06 +00:00
557b893dfd Border for compositor viewer node feature
This adds border option to compositor, which affects on
a backdrop and viewer nodes, which is useful for faster
previews and tweaks.

Final compositing still happens for the whole frame, but
if it'll be needed it's not so difficult to support it
as well.

To use border there's Ctrl-B shortcut in the compositor
editor, which i used to define region you want to restrict
compositing to. There's also "Viewer Border" option in
the N-panel in case you'll want to disable border
compositing.

Some areas could be cleaned a bit, like ideally it shall
not be viewer image clearing in viewer_border_update RNA
callback, but currently it's not so much clear how to
make it the same fast as simple memset and glue it
somehow to compositor. Will think of nicer solution a
bit later.
2013-03-07 17:47:30 +00:00
f186f89a42 Fix #34461: Inconsistent behavior of "Color Mix Node" and "Alpha Over Node"
Added compatibility option "Straight Alpha Output" to image input node

When this option is enabled, image input node will convert float buffer
to straight alpha.

This is not what you'll usually want with new alpha pipeline, nit this
is needed to preserve compatibility with older files saved in 2.65.
In that version byte image are resulting with straight alpha passing
to the compositor and alpha-overing required extra premultiplication
of inputs.

So, that's why Straight Alpha Output is needed -- it's set in versioning
code for byte node images so they'll still output straight alpha.

This option is currently only available in N-panel.

Additional change: added Alpha Mode for image input node to N-panel.
2013-03-01 15:37:15 +00:00
0ac07404ba style cleanup: braces with multi-line statements, also add some comments. 2013-03-01 14:47:06 +00:00
109b37e2c5 Fix for [#34356] Inputs list in file output doesn't appear properly.
* This made File Output Node more or less useless in the 2.66 release, as the list did not appear. 
Issue caused in r53355.

Should be back ported to "a" release.
2013-02-22 12:24:08 +00:00
0b8bfbebc8 correct rna identifiers
- compositor viewer: use_straight_alpha -> use_alpha
- bevel tool: percent -> offset
2013-02-13 04:04:14 +00:00
9a6c5d8b3e We've reconsidered previous patch in IRC.
It's more useful to completely ignore alpha for display of straight
colors.

Supporting straight pipeline is possible, but not a topic for bcon4.
2013-02-10 13:14:51 +00:00
75cbb07507 Added option to composite/viewer nodes which specifys whether alpha input
is straight or not (premultiplied is default).

This is useful in cases when you want to check on output of such nodes
as keying which does have straight alpha output.

Also added missing do_version code to previous compo do_versions.
2013-02-10 12:20:10 +00:00
03687b7c66 Compositor "Relative" option for Translate node, same as for other nodes this
makes it possible to specify an offset relative to the render resolution (so 0.5
is half the image rather than giving the number of pixels). It's a bit late but
it's a trivial change and needed for 4k mango render.
2013-02-04 16:12:42 +00:00
69993c5d40 style cleanup: spaces -> tabs 2013-02-04 00:18:09 +00:00
a5cef69a0d Apply patch [#33999] Wrapping mode for the "translate" compositing node
this patch enables the translate node to wrap around the image borders. This is especially needed if the translate node is not used to position elements on a layer but when it is used instead for seamless backgrounds like mountains or clouds that should be repeated over time (by animating the x/y values).

No trunk without docs! So here is my documentation: http://wiki.blender.org/index.php/User:Plasmasolutions/TranslateNodeExtension

The code is properly documented and should be easy to read and understand. When there are any problems or issues, please comment, I'll tackle them right away!

Greetings, Thomas Beck


 * optimized determination dependant areas
 * fixed some issues with scale node

There are still some issues when scaling very small values (x=0.0001)

 - At Mind -
2013-01-31 15:08:37 +00:00
1a750e00e7 Alpha display changes:
Previous alpha-overing on black for RGB display wasn't so much useful
for artists, changed in a way:

- Made RGBA display default for node editor backdrop and image editor,
  so it'll be clear that image does have alpha channel
- RGB display will ignore alpha channel completely

Reshuffled buttons for RGBA/RGB so now the order is following:
    RGBA | RGB | Alpha | Z

Still to come: startup.blend shall be altered to make RGBA default.
2013-01-29 12:03:38 +00:00
c24777ee9e style cleanup 2013-01-23 23:42:18 +00:00
aa8fda324b Displaying labelname with reroute nodes.
It uses the default text color.
2013-01-22 21:35:33 +00:00
0c1d1e6c30 Alpha-over images on a black background when in RGB display mode
This is actually a bit arbitrary decision and mainly it preserves
compatibility with how images were displaying in previous releases.

In fact, we actually would need to think about configurable backdrop
color and blending mode to be used for display in RGB mode.
2013-01-08 15:34:33 +00:00
27170d3e38 Rename dilate/erode rna property "type" to "mode" to avoid naming conflicts 2013-01-06 10:30:05 +00:00
857df8065f style cleanup 2012-12-28 14:19:05 +00:00
7504cf34b4 This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!

This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!

To make all this work, other changes were also necessary:

* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.

* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.

* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.

* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
  Note: not sure whether we should add that one to all UILayout's prop funcs?

Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
b2c66e268f replace MIN/MAX 3,4 with inline functions 2012-12-21 05:07:26 +00:00
63731453e2 make sure color picker and color swatch buttons have rnaindex of -1.
Some were 0 some -1, but this messed up reporting - making it think that only red was being changed for each button.
2012-12-18 17:00:49 +00:00
12b642062c Holiday coding log :)
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability

Short list of main changes:

- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
  Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
  This allows keeping UI and data without actual saves, until you actually save.
  When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). 
  Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. 
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
  Old option is called "Save Startup File" the new one "Save User Settings".
  To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
  This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
d321ee3fda Fix #33476: cycles environment texture not showing image sequence options properly. 2012-12-11 11:22:51 +00:00