Commit Graph

204 Commits

Author SHA1 Message Date
65fcc29d0c missing NULL check in recent commit, also skip some calculations in mean_value_half_tan functions for degenerate cases. 2013-09-07 06:56:27 +00:00
7e068a16f0 avoid divide by zeto in node preview drawing. 2013-09-07 04:35:26 +00:00
dc8832ac92 Bugfix #35920
Adding a new node in Node Editor failed for "High DPI" (Only Mac retina now).

- Py script for adding nodes was doing dpi magic, which it shouldn't. It has 
  been replaced with a (temporary) API call to set the correct cursor location.
  (Thanks to Lukas T for helping here)

- The SpaceNode->cursor[2] property now is *only* storing the coordinate
  in "adding new node space". Use of this has been removed from the code where
  possible, with as only exception the code to draw noodles while adding them.

Special coder note: Nodes should respect the DPI value, and draw larger with
larger buttons if you increase this size. The hack here is that this can only
work nice if also the node positions are scaled accordingly.

A better fix could be to check on scaling the node view itself for it. That
then would also remove this Python API call that was added in this commit.
However, that again might fight with how buttons layout code works now...
needs some careful checking.
2013-09-05 13:03:03 +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
02fbfa5c70 Fix unnecessary 3D viewport redraws in various cases, in particular when editing
node materials.

Area and region listener callbacks now get the screen and area pointers passed, so
they can do more fine grained checks to see if redraw is really needed, for example
depending on the 3D view drawtype.
2013-06-24 22:41:33 +00:00
Lukas Toenne
ff42bfe242 Remove the NODE_OPTIONS flag usage from node->typeinfo. This is a redundant flag which can be replaced by simply checking for nodetype->uifunc/uifuncbut callbacks (if these callbacks are defined the node
type generally supports options). Note that the node->flag still uses NODE_OPTIONS as a switch to toggle the display of such options!
2013-05-29 15:14:11 +00:00
Lukas Toenne
d922d67054 Reverted a TODO comment from r54429 which disabled the NODE_OPTIONS flag check, so node option buttons could not be disabled at all. This was meant as a workaround to avoid adding do_versions just to set initial NODE_OPTIONS flags on old nodes, but needs a better solution. 2013-05-29 15:14:08 +00:00
e63ab3505f use math functions rather then macros for bicubic interpolation. 2013-05-25 09:33:08 +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
5c4f96af2c code cleanup: use 'const float[2]' where possible. 2013-05-08 12:54:33 +00:00
2516497ca2 Fix two more high DPI / retina draw issues with running jobs in info header and
the node tree name in the node editor.
2013-04-24 23:09:29 +00:00
27d19aaaf4 minor fixes
- build with netbsd works again.
- select uv more/less was crashing when called outside image space.
- node RNA property update was crashing when not called in node space.
2013-04-24 20:19:01 +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
Lukas Toenne
c44888bbbe Fix for NULL pointer bug, reported by Jens Verwiebe in IRC. ED_node_tag_update_id tries to get a node tree from the active id pointer, but this only works for standard node types, not for pynodes. 2013-04-21 18:11:00 +00:00
ed8b199ac5 UI drawing fix:
Wrongly replaced a "&" with "|" for a define. That made node headers in node editor
draw too dark. Also made header for default node not use alpha.

In general this drawing is not very good - it gets too transparent and dark.
Needs nicer AA function in interface, will be done later.
2013-04-19 15:02:37 +00:00
Lukas Toenne
2cf167cd21 Fix for #34911, Compositor with multiple views autozooms to node when creating a link. In order to allow node trees have different offsets in different editor instances, the view_center is now stored primarily in the bNodeTreePath struct for each tree in a node space. The view_center in bNodeTree is only used as an initial setting when opening a node group or switching node trees. 2013-04-17 17:12:12 +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
9379dcb507 code cleanup: unused defines, shadowing and unintended enum-as-variable. 2013-03-22 14:31:03 +00:00
1d68c28541 spaces->tabs 2013-03-22 13:53:58 +00:00
7f86b8afeb Nodes editor,
Draw an extra outline on hidden nodes that have custom colors, otherwise you can't recognize them unless you unhide.

Example: http://pasteall.org/pic/show.php?id=42359
2013-03-22 12:57:32 +00:00
dad7afa1af code cleanup: remove double call to BKE_node_instance_key(), rename ruler (lots of tools are 3d :)), and redundant assignment. 2013-03-21 14:16:55 +00:00
Lukas Toenne
fa0e2603f5 Add a little bit of space between socket layouts on nodes. 2013-03-21 13:21:18 +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
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
655ed9cc7f style cleanup 2013-03-18 11:44:56 +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
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
ca7b277c12 Disabled commit that was rendering Blender Internal for Cycles nodes.
Apparently Material nodes allow a mix of Cycles and BI Materials. Nifty!
I should read more docs, like this cool tutorial:
http://urchn.org/post/combining-blender-internal-and-cycles-in-one-render
2013-01-24 19:31:44 +00:00
b12a019948 Usability
- Cycles materials now render in Blender Internal too, skipping the nodes.
  Not very useful, but at least things then show up on renders and in
  previews.

- Node editor: if wrong shader nodes are in a tree, they draw with thene
  color RED ALERT headers now. (Switching render engine will show it).
2013-01-24 16:11:07 +00:00
9051868564 patch [#33923] Patch for Node Theme Colors
from Gavin Howard (gdh)
2013-01-19 04:20:53 +00:00
c93e127e7a code cleanup: style and replace (float)sin, (float)cos with sinf, cosf 2013-01-12 14:28:23 +00:00
f9ec10688a fix [#33501] Grease pencil in OpenGL render
With the view3d 'Render Only' option, grease pencil wouldn't draw, but for OpenGL render it did.

Since grease pencil can be very useful in opengl renders, enable grease pencil drawing with 'Render Only' option in the viewport,
and add a checkbox in the grease pencil header not to draw (unchecking each layer is annoying and applies to all spaces).
2012-12-17 02:34:53 +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
cdce3e0949 code cleanup:
- remove double promotions
- use UI_DPI_ICON_FAC macro rather then dpi/72
- add assert to prevent creating jobs with WM_JOB_TYPE_ANY, which should only be used for finding jobs.
2012-11-07 01:32:15 +00:00
0e494b74c4 style cleanup 2012-10-26 04:14:10 +00:00
Lukas Toenne
09ed97afc5 Internal node links are now cached in a per-node list, instead of being generated as a transient list that is returned from the callback and had to be freed by the caller. These internal links are used for muted nodes, disconnect operators and reroute nodes, to effectively replace the node with direct input-to-output links.
Storing this list in the node has the advantage of requiring far fewer calls to the potentially expensive internal_connect callback. This was called on every node redraw ...

Also it will allow Cycles to properly use the internal links for muted nodes, which ensures consistent behavior. The previous method was not applicable in Cycles because transient list return values are not supported well in the RNA and particularly the C++ API implementation.
2012-10-25 16:49:06 +00:00
f70d2c65d8 rename api functions...
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23 13:28:22 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
25c96bc9f3 code cleanup: remove unused macros, commet some which may be useful later - or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc 2012-09-20 01:02:39 +00:00
232571c61a code cleanup: replace macro for BLI_rect size/center with inline functions. 2012-09-15 11:48:20 +00:00
a73dd3476e Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.

This introduces two configurable color spaces:

- Input color space for images and movie clips. This space is used to convert
  images/movies from color space in which file is saved to Blender's linear
  space (for float images, byte images are not internally converted, only input
  space is stored for such images and used later).

  This setting could be found in image/clip data block settings.

- Display color space which defines space in which particular display is working.

  This settings could be found in scene's Color Management panel.

When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.

This conversions are:

- View, which defines tone curve applying before display transformation.
  These are different ways to view the image on the same display device.
  For example it could be used to emulate film view on sRGB display.

- Exposure affects on image exposure before tone map is applied.

- Gamma is post-display gamma correction, could be used to match particular
  display gamma.

- RGB curves are user-defined curves which are applying before display
  transformation, could be used for different purposes.

All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.

This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).

Some technical notes:

- Image buffer's float buffer is now always in linear space, even if it was
  created from 16bit byte images.

- Space of byte buffer is stored in image buffer's rect_colorspace property.

- Profile of image buffer was removed since it's not longer meaningful.

- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
  to support other spaces, but it's quite large project which isn't so
  much important.

- Legacy Color Management option disabled is emulated by using None display.
  It could have some regressions, but there's no clear way to avoid them.

- If OpenColorIO is disabled on build time, it should make blender behaving
  in the same way as previous release with color management enabled.

More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management

--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
56b28635e7 code cleanup: rename BLI_in_rctf() --> BLI_rctf_isect_pt(), to conform with our naming convention. 2012-08-23 18:25:45 +00:00
1939baa47d style cleanup 2012-08-22 16:44:32 +00:00
c92ab5c3ef code cleanup: use rect size macros 2012-08-21 20:34:05 +00:00
77f47799dd code cleanup: use BLI_RCT_SIZE macro 2012-08-20 23:06:17 +00:00
c140ccb9fd 2d smoothview now scales back the time to move for smaller view zoom/panning.
also the compositor bounds (used for scroll bars), were only calculated when pressing the home key in 2.63, how this is updated on draw
2012-08-12 19:35:47 +00:00
Lukas Toenne
543cee14ca Renamed the mx/my coordinates in SpaceNode to more descriptive 'cursor'. This follows the naming in the View3D space, since this vector is used for essentially the same purpose (adding nodes at a specific location), although not used for any transform origin and not displayed in the editor.
Note: While renaming DNA properties is usually dangerous and can break files, in this case it is possible because the mx/my values are only used at runtime.
2012-08-08 17:37:02 +00:00
e592f757e8 fix for crash when moving frames about in the node space, was possible to move a node into its own child frame (causing recursive parent loop).
also some minor code cleanup.
2012-08-05 20:40:26 +00:00
6374e3b49d DO not draw active outline for collapsed nodes when they're not selected
Also made corrections to currently unused code
2012-08-03 11:39:34 +00:00