Commit Graph

363 Commits

Author SHA1 Message Date
Dalai Felinto
4c2306d21a Multiview: compositor was not updating when multiview was off 2015-04-07 16:38:21 -03:00
Dalai Felinto
d5f1b9c222 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
59b578e320 Cleanup: use const char for stats arg 2015-03-28 04:12:12 +11:00
1c2f1ff725 Compositor: Cleanup, remove unused need_sync parameter 2015-03-27 18:23:32 +05:00
d84cc6a18f Compositor: Followup to previous stats commit
No need to mark tree for localization, it was never done and
it all just worked. We can save some CPU ticks by skipping doing
this.
2015-03-27 18:23:32 +05:00
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
8fa55d95e4 World background working on cycle nodes.
This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.

This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.

This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.

There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.

...also </drumroll>
2014-11-26 15:07:26 +01:00
54c6a9fd49 Make it possible to use preview/viewport render job kill without context 2014-11-18 15:51:31 +01:00
7d040d2a08 Cleanup: use BLI_listbase_*** prefix for count,sort,sort_r 2014-11-16 13:57:58 +01:00
dd13952080 Freestyle: Fix for git merge glitches.
Also made minor code cleanup.
2014-08-12 10:10:50 +09:00
cb75f79b8a Freestyle: Add BKE_linestyle_default_shader() for creating the default line style shader node tree.
Changes to ED_node_shader_default() were reverted since the code there was actually
not suitable for setting up the default line style node tree properly.
2014-08-12 10:10:22 +09:00
846ec6e00c Added new Output Line Style shader node for defining a node-based line material. 2014-08-12 10:10:17 +09:00
87f75299e1 Implemented a basic framework for node-based shaders.
Shader nodes will be used to define materials for stroke rendering, so as to
allow users to interactively configure textures.
2014-08-12 10:10:14 +09:00
00b29156e0 Defines: replace ELEM3-16 with ELEM(...), that can take varargs 2014-07-20 01:33:40 +10:00
a51aeedade Experiment with the compositor border in editor
Preserve buffer form previous runs so it's possible to make
a compo of full frame, then draw a border and start tweaking
nodes and see updates in that border.

Main idea is to make it able to visually compare difference
between what was changed inside the border and how frame
looked before the tweaks outside of the border.

Also implemented Clear Viewer Border in compositor, shortcut
it Ctrl-Alt-B.

Reviewers: lukastoenne, jbakker

CC: venomgfx, sebastian_k

Differential Revision: https://developer.blender.org/D582
2014-06-30 23:01:20 +06:00
f5055d8688 Some operation allowed to set invalid active scene render layer
Forbid this now and do tricks in the versioning code to repair
corrupted files.

Thanks to Pablo, Caminandes and Koro for discovering this bug!
2014-05-23 18:30:36 +02:00
d61f8a5a22 Fix T40094 Faulty resizing behavior of frame node.
Frame nodes still have the "hidden" flag like all other nodes, but this
has to be ignored during resizing. width/height range for the frame
nodes must be unlimited for this to work correctly.
2014-05-09 08:53:48 +02:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
1b9feb04ab Fix T38245: Render slot buffer gets deleted in compositor when input is an image
This was more like a TODO than a bug, but wasn't difficult to support.

Need to backup image slots before doing re-compo in nodes editor.

If something breaks, lease poke me!
2014-04-30 18:13:49 +06:00
c67bd49e56 Code cleanup: use 'const' for arrays (editors) 2014-04-27 00:25:15 +10:00
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
288147334c Fix T39547: Toggling render passes on active scene does not update
render layer nodes in a pinned tree from different scene.

The way these updates work is a nasty legacy hack:
https://developer.blender.org/diffusion/B/browse/master/source/blender/nodes/composite/node_composite_tree.c$277

This function is called //very frequently// by the get_from_context
method. However, this does not get called for pinned node trees, so
when showing a different scene's compositing nodes in the editor they
may not get updated correctly.

Now moved this update call out of get_from_context so it happens in any
case. Will be called no more frequently than before (on every redraw).
Eventually the depsgraph should handle this more precisely, it's just a
simple ID dependency anyway ...
2014-04-02 11:04:09 +02:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
b7fa08f88a Code cleanup: style 2014-02-22 11:14:15 +11:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
1687023776 Fix T38340 and T38473: fixed Scene pointers in Composite and Defocus nodes don't get updated based on context.
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.

Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.

Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.

File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.

Reviewers: brecht, jbakker, mdewanchand

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D290
2014-02-05 13:51:51 +01:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
a5c35fb27f Code cleanup: use booleans where appropriate 2014-01-28 04:00:04 +11:00
bee6c1779e Code Cleanup: de-duplicate nested node tree checking 2014-01-27 20:19:27 +11:00
4ae7ae6f2e Code Cleanup: use bool for return values and correct comments
also remove CDDM_Check, theres no need for it.
2014-01-22 02:53:48 +11:00
37242e6b0b Code Cleanup: style 2014-01-21 12:05:27 +11:00
fc3be511f0 Fix T37978: cycles nodes with multiple Material Output nodes not predictable.
Now it uses the last activated node like compositing does. This should have no
effect on existing files until you activate another output node there.
2014-01-20 20:31:10 +01:00
348cf17448 Code Cleanup: no need to pass empty strings as default values 2014-01-16 22:00:29 +11:00
7267221715 remove return argument from wmOperatorType->cancel, was only ever returning OPERATOR_CANCELLED. 2013-10-30 23:08:53 +00:00
Lukas Toenne
77a0b90cdf Cleanup: Consistent names for draw callbacks in bNodeType.
This aims to establish a common pattern for the various confusing draw callback function pointers in bNodeType:

draw_<purpose>_<nodetype>[_ex]

Currently there are 4 different types of draw callbacks:
* draw_nodetype, draw_nodetype_prepare: Main draw functions, allows specialized node drawing for things like frames and reroute nodes. Not exposed in the API.
* draw_buttons, draw_buttons_ex: Optional non-socket buttons, most commonly used callback. Extended version used in sidebar for verbose buttons that don't fit into a node.
* draw_backdrop: Draw elements in the backdrop (compositor only). Not exposed in the API.
* draw_input, draw_output: Specialized socket drawing for some nodes, only for OutputFile node. Should not be used any further and be removed at some point. Not exposed in the API.
2013-10-10 11:33:20 +00:00
Lukas Toenne
46a1d921f1 Fix for Output File node operators: added a sanity type check to avoid using invalid node data.
Reported by Sebastian Koenig in unrelated bug report #36968.
2013-10-06 10:28:09 +00:00
35cd649c66 rename cursor setting functions to make modal set/restore more clearly related functions. 2013-09-06 22:34:29 +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
Lukas Toenne
8d879829da Fix #36266, First undo in compositor decrements usercounter without a reason. The handling of scene backpointers in render layer/composite nodes changed slightly recently, which caused a double increment
of the scene user count. The node->id pointer for these nodes is now initialized in the respective init callbacks already. The explicit assignment and increment in the ED_node_composit_default is not
necessary and just adds an increment without checking previous values and decrementing them properly.

Note that the current system still leaves the scene with "fake" users (rlayer + composite nodes) which are actually part of the scene data itself. But that's design issue with the "local" node tree data
and doesn't do any real harm.
2013-08-07 13:14:50 +00:00
824ec5a388 code cleanup: case & brace placement 2013-07-19 10:40:43 +00:00
Lukas Toenne
fa7e690a91 Partial fix for #36024, don't always reset the node editor tree pointer if the type is undefined. This can happen if the tree type is defined by addon or script, in which case the tree type would be unknown the first time the context is checked, but registered right afterward. Also unknown tree types are handled fine, they just display dummy nodes in red warning color. 2013-07-08 11:38:09 +00:00
8390aa5181 Fix unnecessary redraw of 3D views when making changes in compositing nodes. 2013-06-24 22:41:27 +00:00
d16a608f6d Fix cycles backwards compatibility for specular_toon shader this actually needs
to be done in cycles itself to keep compatibility for bytecode too.

Also fix broken button to compile OSL from the text editors, this got broken after
recent change to disable editing of library linked nodes.
2013-06-10 20:10:03 +00:00
Lukas Toenne
f681ce08c4 Fix #35640, part 2. Check id.lib in poll functions for operators which do critical modification of node trees (create nodes, link, etc.). Transform operators and hide/show type operators are still
allowed, this does not modify actual behavior of the nodes and can be useful for inspecting linked nodes.
2013-06-05 19:06:33 +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
5455928262 Fix #35122: Blenderplayer crashes when loading level
Issue was caused by ntreeUpdateTree calling for a ntree
which is not in G.main.

This lead to issues in ntreeVerifyNodes (which is called
from ntreeUpdateTree).

Made is so ntreeUpdateTree now accepts main as an argument.
Will work for the release, later we could either solve the
TODO mentioned in ntreeUpdateTree which will eliminate need
in main there or make it so context's main is used from all
over where ntreeUpdateTree is called (currently there're
still some usages of G.main).
2013-05-07 15:28:42 +00:00
b735402c19 Fix #35144: Image editor is not updateing if in new window
Was a regression in own optimization on which viewer node to
update -- need to check all the windows' screens, not just
active one.
2013-04-30 06:03:17 +00:00
64e28b21ba Fix #35068: bpy.ops.node.output_file_add_socket() now works on the active node
if there is no "node" in the context, for scripting convenience.
2013-04-24 16:59:56 +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