Commit Graph

40 Commits

Author SHA1 Message Date
d1a26437ef OS X: remove code for OS X <= 10.5, which is already not supported since 2 years. 2015-12-29 00:27:18 +01:00
b098609186 Fix various compiler warnings. 2015-10-10 17:35:30 +02:00
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
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
c0ef4e9b78 Fix T44122, rendering OpenGL preview movie with audio has wrong audio
range and extra frames.

Issue here is that the movie backend would unconditionally use the start
frame of the scene instead of the preview frame. Solved by passing an
explicit "preview" argument.

Strictly speaking, the preview argument is part of the renderdata
struct, that is also passed to the code, but when rendering the final
result we want to unconditionally render the full range regardless of
the preview setting of the render structure.

However, OpenGL rendering does use the preview range so we need to
account for that when making those exports.

This is also a nice chance to correct the filenames, which still used
the full range.
2015-03-26 14:50:18 +01:00
91a24654dd Code Cleanup: whitespace / formatting 2013-11-24 15:23:38 +11:00
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
e24443b79a style cleanup 2013-01-09 03:30:15 +00:00
f98c2c936c OSX/availability: use of the numerical value instead of the symbol in the #if MAC_OS_X_VERSION_MIN_REQUIRED comparison clause: If the code is loaded on an older system that does not include the symbol definition, the comparison still works 2012-12-15 11:15:05 +00:00
a68416e681 OSX: some more version target cleanups and corrections 2012-11-07 10:43:31 +00:00
acc8c654fc OSX: substitute all MAC_OS_X_VERSION defines with MAC_OS_X_VERSION_MIN_REQUIRED macros, to get more reliable version (api) covering 2012-11-06 15:19:49 +00:00
97d4fb4161 code cleanup: make header defines more consistent, JOYSENSOR header guard had a typo too. 2012-10-09 13:36:42 +00:00
47c373c7a9 style cleanup (mostly whitespace) 2012-02-27 10:35:39 +00:00
0fbff1be3e Fix quicktime export being broken in various ways: callback was missing
parameter, codec RNA wrapping was wrong, and there was a python script error.
2012-02-13 20:47:29 +00:00
27e94f7cbe Fix #29935: missing cycles update/crash when removing world datablock form scene. 2012-01-22 13:56:39 +00:00
9bb0303221 Bugfix for [#29684] Output video presets messed up
* This was caused ny the ImageType refactor.
* Problem persisted with Quicktime too, could not test that, but should fix presets there too.
2011-12-23 22:07:34 +00:00
8a6a3dbb54 Fix for commit 41227 (Some opening comment tags (/*) were lost!). 2011-10-23 19:39:20 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Nathan Letwory
92ea5eda90 doxygen: blender/quicktime tagged. 2011-02-27 20:01:38 +00:00
fe67fc6459 fix for strict prototype error. 2010-12-04 05:34:16 +00:00
c939331a6c QTKit (OSX 64bit): Add audio export to Quicktime
Supports default OSX codecs : Linear PCM, Apple Lossless and AAC

Note that AAC codec doesn't support sample rates above 48kHz. If a python/rna guru knows how to easily enforce this limit, he is welcome!

Enjoy making Quicktime movies now with audio!
2010-04-10 09:31:41 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
f9be960690 Fix quicktime QtKit compile issue 2010-01-08 14:42:52 +00:00
a868e8623c - RNA support for returning copied strings from functions, flagging strings as PROP_THICK_WRAP does this.
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
2010-01-08 13:52:38 +00:00
68bc4d7355 Attempt to fix compilation of quicktime after reporting changes
(can't build this file myself, only qtkit seems to work here).
2009-12-22 15:20:31 +00:00
d653192751 Reports: writing movies now uses the reports mechanism to throw errors.
Also fixes bug #19463: screencast to xvid ffmpeg crash.
2009-12-22 12:01:32 +00:00
a219c93cb0 Quicktime(Carbon/win32) : add operator to raise the "compression settings" quicktime standard dialog 2009-12-02 14:39:49 +00:00
03a9740c16 Quicktime : make dna codecType data store the quicktime codecType value instead of a proxy value
Quicktime codecType data is a 32 bit value (4 chars coded).

Implemented RNA set/get functions for codecType enum to cope with RNA enum values 24bit precision limitation
Implemented dynamic codecType enum list creation

Carbon quicktime now stores codec settings in "clear" in the QuicktimeCodecSettings dna struct (in addition to the closed atom container in QuicktimeCodecData) to be compatible with the QTKit version

+fixed some warnings
2009-12-02 11:23:11 +00:00
68eaae8e0e Quicktime-qtkit : encoding settings now in blender ui (encoding panel)
- added "QuicktimeCodecSettings" struct in DNA
- old "QuicktimeCodecData" opaque struct is  nowdeprecated (read only use when QuicktimeCodecSettings is not set)
- fixed small bug when importing deep color movies

Note that you may need Final Cut Pro installed to be able to use the DVCPRO HD codecs
2009-11-20 10:37:50 +00:00
9c0cdd2501 - fix Cocoa window setOrder function to maintain focus on a blender window (e.g. ensure the blender window gets the focus when the user presses ESC to move back the render window)
- QuickTime export fixes.
Note that QuickTime export still crashes because it tries to open a "codec settings" dialog from the rendering background thread (and not the main/UI thread).
One quick fix may be to move the movie export initialization out of the render thread back into the operator function.
But a cleaner way would be to get rid of such a carbon/win32 dialog and place the codec settings inside blender interface
(additional fields in the output panel as it is currently the case for other file formats ?).
2009-11-09 17:06:48 +00:00
Nathan Letwory
49631b6e40 2.5
- fix warnings for append_qt (missing param)
2009-01-04 19:16:13 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
343712f367 Improved functionality for Quicktime movie export.
Exporter now uses less memory and might be a little faster.

Needs tesing on OSX, there might be RGBA endian issues.
2005-01-11 10:58:58 +00:00
dae2b17400 - committed in the 'hack' as mailed to committers list by Douglas B, which
he got from Nicolas Zinovieff, to solve the struct ID conflict with
  AIFF. By including a #define __AIFF__ in the top of the files, the
  blender includes won't get frustrated by an already defined struct ID.

  should still be tested for 10.3 and other OSX installs!
2003-12-07 12:55:18 +00:00
9662763ee0 Updated Quicktime code so settings can be stored in the blendfile.
This enables Blender to;
- have scenes with different codec settings. (same as avicodec)
- render directly without dialog.
- batch/background render to Quicktime movies.

Only tested on windows. ;)
2003-05-21 01:21:07 +00:00
f8803db66d added a labelbutton that displays the selected avi/quicktime codec. 2003-05-09 11:24:55 +00:00
34717072f7 enable quicktime support on os x when building with auto* 2003-04-29 19:19:04 +00:00
706ccc0401 Added Quicktime support for OSX and Windows.
This code allows you to load Quicktime images and movies as textures
and render animations to Quicktime movies.
Note that the selected output codec is *not* saved in the blendfile.

To enable Quicktime functionality you need the SDK from Apple:
OSX: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Mac.hqx
Win: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Win.hqx
Add the \QTDevWin\CIncludes and \QTDevWin\Libraries directories
from this SDK to your build environment.

Enable the WITH_QUICKTIME compile flag in the following directories:
bf\blender\source\blender\imbuf
bf\blender\source\blender\src
bf\blender\source\blender\render
bf\blender\source\creator
2003-04-28 02:15:46 +00:00