Commit Graph

742 Commits

Author SHA1 Message Date
38e58612ef Revert own previous commit rBe2f9afbaabbd.
The "Cast Shadows" worked as expected, but it can cause problem in some cases.
For example, when using strand render, we need disabling only buffer shadows,
but the previous changes made that impossible. "Cast Shadows" should be added
as a newly created option.
2014-02-12 05:46:26 +09:00
d2b15b0a8c Fix T38590: some material operators incorrectly appeared in the spacebar search menu. 2014-02-11 15:21:17 +01:00
e2f9afbaab Blender Internal: Modify material property "Cast Buffer Shadows" to affect ray shadows also, and rename it to "Cast Shadows".
This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.

Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D272
2014-02-11 17:06:21 +09:00
39ad2cd8f8 Fix lamps drawing only partially in OpenGL render.
It should draw lamps entirely, this happened due to hack to hide object centers.
2014-02-05 22:14:25 +01:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
a68ceb0af8 Option to lock the interface while rendering
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
2014-01-29 16:07:14 +06:00
a5c35fb27f Code cleanup: use booleans where appropriate 2014-01-28 04:00:04 +11:00
fbf821c50b Fix T37967: autosave does not save dynamic topology edits while in sculpt mode. 2014-01-20 14:26:48 +01:00
018fe81779 Fix T38269: scene full copy in mesh edit or sculpt mode did not copy mesh edits. 2014-01-20 14:16:22 +01:00
f6624b84cf Send sequencer render context as const pointer rather than as value
No functional changes just creepy to send rather huge structure by value.
2014-01-19 00:18:36 +06:00
df88dbf955 Fix T38161: Copy Material to Others causes incorrect viewport display if target object uses more materials
We need to update object data, like when removing a mat slot, since some mat indices might have become invalid!
2014-01-17 13:16:07 +01:00
348cf17448 Code Cleanup: no need to pass empty strings as default values 2014-01-16 22:00:29 +11:00
fc39e895e9 Style Cleanup: whitespace 2014-01-12 22:27:55 +11:00
62aa004c25 Style Cleanup: whitespace 2014-01-12 22:05:24 +11:00
71f689843d Fix deadlock happening when using Save Buffers for render
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
2014-01-01 22:32:47 +06:00
0d6ae3fda2 Main API: refactor naming, use BKE_main_ prefix and add main arg. 2013-12-30 13:25:27 +11:00
709041ed0b Threaded object update and EvaluationContext
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
2013-12-26 17:24:42 +06:00
6e77dfeb1a Color management: get rid of original byte buffer partial update
It was only used by opengl render and in fact it needed just to
set DISPLAY_BUFFER_INVALID flag for the image buffer.

In theory it wouldn't make any change to opengl render speed
(because this change just moved rect_from_float from color
management code to image save code). And could not see any speed
changes on my laptop.
2013-12-18 15:25:46 +06:00
c5d7ea091f Changes to partial update during rendering
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
2013-12-17 23:42:38 +06:00
5a91df3271 Implement GPU-side dither
Summary:
Uses some magic pseudo-random which is actually a
texture coordinate hashing function.

TODOs:
- Dither noise is the same for all the frames.
- It's different from Floyd's dither we've been
  using before.
- Currently CPU and GPU dithering used different
  implementation. Ideally we need to use the same
  dither in CPU.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D58
2013-12-13 12:36:45 +06:00
29790d4fca Fix T37414: local view not taken into account for blender internal F12 render over 3D view. 2013-11-27 20:22:13 +01:00
1239c265cb Blender Internal: Fix material preview that the bounce lights permanently disappear once volume material is used. 2013-11-26 16:05:25 +09:00
99c5e71397 Quicktime: remove backend with the old quicktime API, and keep the QTKit backend.
This means that if you have WITH_BF_QUICKTIME or WITH_CODEC_QUICKTIME enabled,
it will always use QTKit.

The old backend was only used on 32 bit OS X builds, now 32 and 64 bit builds will
give consistent input/output. On Windows or Linux quicktime isn't being used.
2013-11-06 01:45:15 +00:00
Lukas Toenne
c9fdec14f5 Fix #37261 Rendering a Render Layer from another scene doesn't update.
The scene pointer used for looking up the appropriate source of render result images in the image editor was always taken from context. This means that render results for a different scene would never be
displayed in the image editor.

To give feedback on running renders, try to get the running render job's scene pointer in the image editor for render result type images. This only happens during rendering, apart from that the regular
context scene result is displayed.
2013-10-31 17:20:31 +00:00
7267221715 remove return argument from wmOperatorType->cancel, was only ever returning OPERATOR_CANCELLED. 2013-10-30 23:08:53 +00:00
9afddac727 Fix for wrong active render layer after copying hr scene
Also fix crash for files which could have been saved with
wrong active render layer.
2013-10-18 09:45:21 +00:00
6e1fe4ddd9 Implementation of curve mapping in GLSL
The title says it all, now having curve mapping
enabled in color management settings wouldn't
force fallback from GLSL to CPU based color space
conversion.
2013-10-09 15:57:32 +00:00
5806ffdfd9 Fix blender internal viewport render not using color management settings like
view, exposure, looks.
2013-10-01 15:34:43 +00:00
92527b9264 remove assert for poly_find_ear(), added recently but its incorrect, also minor style edits. 2013-10-01 03:56:02 +00:00
6067fa682b de-duplicate report strings for freestyle error checks 2013-10-01 02:51:39 +00:00
aaba317c76 Follow-up to r60433 (related to Bug #36878): additional checks for NULL line styles. 2013-09-30 23:02:29 +00:00
be654aab58 fix [#36842] OpenGL Animation Playblast renders 1 too many frames 2013-09-30 08:21:12 +00:00
fc2dbc20ff Fix #36800: closing render window during render crashes, the operator would be
cancelled before the job, causing invalid access to op->reports in the job thread.
2013-09-23 19:35:21 +00:00
ed2343270c Related to #36710: add a "use_viewport" option to the render operator, to specify
if the layers and camera of the 3d viewport should be used. Python scripts don't
always want this behavior.
2013-09-13 13:34:12 +00:00
c41bb7961f Different implementation of patch #36430: use layer froms scene directly for
rendering, in case some script wants to set it in the render_pre callback. In
case of decoupled 3d view layers or local view it will still override this
though.
2013-09-12 12:09:14 +00:00
35cd649c66 rename cursor setting functions to make modal set/restore more clearly related functions. 2013-09-06 22:34:29 +00:00
f6b37f34ec code cleanup:
- add missing headers from cmake (own omission)
- quiet rna_test.c unused define warnings.
- minor style edits
- spelling corrections and ignore all uppercase words with spell checking script.
2013-09-05 19:56:49 +00:00
d4b8a6cb85 Code cleanup: use boolean instead of int for colormanagement 2013-09-05 17:13:43 +00:00
60e5abe71f Fix a few issues reported by coverity scan. 2013-09-03 22:39:21 +00:00
a54dd1155f Fix #36449: switching between render slots during render would leave some tiles
black until the end of the render.
2013-09-03 20:59:24 +00:00
60ff60dcdc RenderEngine API: add viewport draw utility functions to bind a GLSL fragment
shader for converting colors from linear to display space, based on the scene
color management settings.

if engine.support_display_space_shader(scene): # test graphics card support
	engine.bind_display_space_shader(scene)
	# draw pixels ..
	engine.unbind_display_space_shader()
2013-08-30 23:49:35 +00:00
2c31bce47f Fix #36555: preview render in properties editor did not get cancelled and
restarted fast enough on resizing the editor, especially noticeable with
e.g. luxrender which does a progressive refining render.
2013-08-28 19:22:48 +00:00
e2534eac8e fix [#36347] Blender crashes when clicking on 'render' in 'viewport shading' 2013-08-20 18:55:41 +00:00
0398ef6ae0 code clenup: remove benchmarking left in by accident and GPU print, also some minor style edits 2013-08-06 02:47:47 +00:00
e5a885a038 fix for blender-internal viewport render looking fuzzy, don't filter the image 2013-08-05 05:13:09 +00:00
43ab02db14 code cleanup: remove redundant NULL checks 2013-07-31 09:18:40 +00:00
33a9cb6caa minor changes for confusing code.
- memset() was argument was truncated.
- outliner had redundant NULL check.
- node texture was allocating memory to make a unique name which isnt needed for a fixed size string.
2013-07-29 04:45:40 +00:00
fc4a777511 use '_exec' suffix for operator execute callbacks, also picky change to sizeof() use in BLI_array.h 2013-07-28 17:06:31 +00:00
c49a9c25fc fix own regression, OpenGL render with 'New Window' display-mode was broken
need to re-assign after opening a new window.
2013-07-22 23:44:46 +00:00
397da50002 style cleanup: switch statements, include break statements within braces & indent.
also indent case's within the switch (we already did both of these almost everywhere)
2013-07-19 15:23:42 +00:00