Commit Graph

73 Commits

Author SHA1 Message Date
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
f2d25975b5 Code cleanup: use 'const' for arrays (render) 2014-04-27 00:25:15 +10:00
15927e05e4 Fix T37675: blender internal viewport render not updating properly with volumes. 2013-12-18 15:46:30 +01:00
3cfd933d94 code cleanup: correct unsigned int in string formatting and use empty() checks for vectors. 2013-10-14 08:23:57 +00:00
014318370d * Silence Blender Internal / Volumetric printf. 2013-10-13 22:33:30 +00:00
f0dcff9aa9 Task scheduler ported form CYcles to C
Replaces ThreadedWorker and is gonna to be used
for threaded object update in the future and
some more upcoming changes.

But in general, it's to be used for any task
based subsystem in Blender.

Originally written by Brecht, with some fixes
and tweaks by self.
2013-10-12 14:08:59 +00:00
874b692e80 More UI message i18n fixes and improvements...
Rendering messages are now translatable.
2013-03-10 16:55:01 +00:00
857df8065f style cleanup 2012-12-28 14:19:05 +00:00
b2c66e268f replace MIN/MAX 3,4 with inline functions 2012-12-21 05:07:26 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
da9394f596 code cleanup: define sizes of vectors for function args and use C style comments 2012-10-15 09:11:17 +00:00
cfb7aee017 style cleanup 2012-07-07 22:51:57 +00:00
84bf3e48c0 style cleanup: use c style comments in C code 2012-07-06 23:56:59 +00:00
305d341ec2 code cleanup: use vector math function minmax_v3v3_v3() and other minor vector function edits. 2012-05-13 11:05:52 +00:00
084fedd03a code cleanup: brush/camera naming 2012-05-05 00:58:22 +00:00
4c5502bfd6 code cleanup: function naming for BLI functions. 2012-05-05 00:23:55 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
b56aabf815 style cleanup: multi-line if statements. 2012-04-21 15:11:03 +00:00
21ac9ae461 code cleanup: use uppercase defines and change drawFCurveFade into static function. 2012-03-31 04:04:58 +00:00
5b88712ff9 move debug flag into its own global var (G.debug), split up debug options.
--debug
  --debug-ffmpeg
  --debug-python
  --debug-events
  --debug-wm

This makes debug output easier to read - event debug prints would flood output too much before.

For convenience:
  --debug-all turns all debug flags on (works as --debug did before).

also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
2012-03-31 00:59:17 +00:00
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00
4f7bdc59d3 style cleanup: spelling.
also remove large, duplicate comments from sunsky.h
2012-03-09 00:41:09 +00:00
31d2ee9bf7 style cleanup, brackets in else/if, some indentation. 2012-03-06 18:40:15 +00:00
f6ae27daef style cleanup - comment spelling + translate some dutch. 2012-03-04 04:35:12 +00:00
e070823378 Fix #29207: cancelling volume precache at high resolution was too slow, added
more test_break calls.
2011-11-11 16:01:13 +00:00
96d73bfdcf replace VECCOPY with copy_v3_v3, same for 2d copy, also added vec copy functions for int & char. 2011-11-07 01:38:32 +00:00
0634d8a745 replace macros with math functions for render code 2011-11-06 14:36:37 +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
f05b6bb7c1 Fix #28728: volume precaching took a long time with many objects, changed
threading to no longer sleep 50ms for each object, using work queue now.

Also it was showing SSS preprocessing while actually doing Volume precaching,
fixed as well.
2011-09-28 19:18:29 +00:00
46aede579e Fix for bug #28332: Smoke Simulation rendering artifacts.
Volume pre-caching altered shared data simultaneously in multiple threads, causing invalid scattering results when "Asymmetry" value was used. The view vector is now passed as a function argument.
2011-09-12 09:55:04 +00:00
3a81f23e09 warning cleanup for -Wdouble-promotion 2011-08-19 16:21:29 +00:00
826ed5ed1d Fix [#27748] undeterministic behaviour of volumetric renderer
* Made clearer in the UI that the approximate multiple scattering always enables light cache
* Fixed a potential problem in anisotropic scattering
2011-06-25 00:33:36 +00:00
eabb444106 minor cleanup: make functions static, use NULL for pointer comparisons,
also fixed a possible bug assigning incorrect DPX function types to
imbuf.
2011-05-10 13:11:36 +00:00
9736061c07 =trunk=
Made some improvements to the point density texture.  Added support
for tweaking the falloff with a custom curve.  Also coded new
falloff types based on the age or velocity of particles.

Also added a test break check to the volumetric shade cache code,
to avoid nasty hangups from the preview render (on render, exit,
etc).
2011-05-01 03:57:53 +00:00
210ee1ade4 whitespace only, no functional change mixed tabs/spaces --> tabs. 2011-04-21 13:11:51 +00:00
Nathan Letwory
a61c41c7a5 doxygen: blender/render tagged. 2011-02-27 19:31:27 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
55f68c3657 fix for more warnings.
- modifier code was using sizeof() without knowing the sizeof the array when clearing the modifier type array.
- use BLI_snprintf rather then sprintf where the size of the string is known.
- particle drawing code kept a reference to stack float values (not a problem at the moment but would crash if accessed later).
2011-02-12 16:54:24 +00:00
04299657a7 Raytrace modifications from the Render Branch.
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.

There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.

Interal changes:

* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
 makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
  normalized and sometimes not, confusing... now dir is always normalized
  and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
  helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
  than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
  noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
  to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
  nearly all nodes have this many children, so overall it actually reduces
  memory usage a bit and avoids a pointer indirection.
2011-02-05 13:41:29 +00:00
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
fe8d5b81b0 use c90 compatible static initializers. 2010-11-03 06:31:53 +00:00
3367ef8b65 initialize structs to zero rather then using memset(). 2010-10-31 15:39:37 +00:00
8268a4be71 most unused arg warnings corrected.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-10-16 14:32:17 +00:00
f5d7fc6da5 committed wrong version of this file 2010-07-22 12:02:39 +00:00
5d2e08cdee Fix for volume render light cache:
Now the bounding box for the light cache's voxel grid is calculated in 
global space, rather than camera space as it was previously. This fixes
flickering lighting on static volumes with camera motion, caused by
the camera space bounding box changing from frame to frame.
2010-07-22 11:54:12 +00:00
ed076d74ef Rendering from 3d view in local view or with unlocked layer was not
working yet, now layer is passed along to render engine, changes quite
a few files because simple swapping trick no longer works with threading.
2010-03-14 20:24:11 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
f02dde5de7 Patch from Raul Fernandez Hernandez - volume render multiple scattering fixes
Also: Changed 'Spread' value to be proportional to the light cache voxel grid 
(i.e. 0.5 spreads half the width of the grid), so that it's independent of light 
cache resolution. This means that results should be similar as you increase/
decrease resolution.
2010-01-03 23:45:13 +00:00
6dcb4ac7a4 * Fixing various compiler warnings under scons+mingw. Mostly unused variables and functions.
* Added missing lib-linking code for Grease Pencil in nodetrees
* Uncommented some code for curve shapekeys
2009-11-11 09:59:51 +00:00