Commit Graph

94 Commits

Author SHA1 Message Date
0b3fd395ef svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22075:22099 2009-07-31 23:42:22 +00:00
a0c22badc1 Bug fix in low value setting. Originally checked against the wrong channel (chroma) instead of the luminence channel.
Changed default value for high value to 1.0 from 0.0.
2009-07-31 12:51:18 +00:00
1b14243405 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20937:21899
missing commits from peter 20942, 21165, 21170, 21174, 21597
these files still need manual merging

source/blender/makesdna/DNA_sequence_types.h
source/blender/src/sequence.c
source/blender/src/seqeffects.c
source/blender/src/editseq.c
source/blender/include/BSE_sequence.h
2009-07-25 20:59:09 +00:00
6b8dae0874 RNA
* ID blocks can now get RNA properties defined from python, e.g.:
  bpy.types.Scene.BoolProperty(..)
* RNA structs/functions/properties can now get pointers duplicated
  (mostly strings), since we can't point to some static string then.
* Added ExtensionRNA struct to add into *Type structs for subclassing,
  is a bit more compact than defining the 4 variables each time.
  Only disadvantage is it requires including RNA in more places.
2009-07-21 20:05:16 +00:00
1ef7293585 Colour Management
- 1st stage: Linear Workflow

This implements automatic linear workflow in Blender's renderer. With the 
new Colour Management option on in the Render buttons, all inputs to the 
renderer and compositor are converted to linear colour space before 
rendering, and gamma corrected afterwards. In essence, this makes all 
manual gamma correction with nodes, etc unnecessary, since it's done 
automatically through the pipeline.

It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management

And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg

This also enables Colour Management in the default B.blend, and changes the 
default lamp falloff to inverse square, which is more correct, and much 
easier to use now it's all gamma corrected properly.

Next step is to look into profiles/soft proofing for the compositor.

Thanks to brecht for reviewing and fixing some oversights!
2009-07-17 02:43:15 +00:00
0a132c6166 Bufix #18942
Composite "Map UV" node was using false UVs (0,0) from neighbouring 
pixels when those pixels were not rendered (or have no UV).

This commit checks for each neighbour sample it takes if the UV was
correctly set. Solves bad errors on edges of UV maps. With FSA even
totally smooth. :)
2009-06-18 17:00:47 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
41eb029bb9 Old "divide by zero" bug and remove debug printf. 2009-04-21 17:40:39 +00:00
6afaab654d Bugfix for [#18554] Time + Scale Node Crash 2009-04-20 18:31:48 +00:00
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
441f26a170 Clean up for the imminent migration from SVN to GIT. 2009-03-31 22:34:34 +00:00
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
  out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
  2.5 got merged, but no new files were added. Calls to these files
  are commented out with "XXX etch-a-ton". editarmature.c and
  transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
  (player still fails to link).
2009-03-17 21:44:58 +00:00
7a66002753 2.5
Node/Composite tinkering:

- titles in headers and on collapsed nodes back
- backdrop option draws again (no scroll operator yet)
- added preview option in blur, filter and mix nodes. 
  Just for fun while working :) Probably every node
  should get this...
2009-02-17 13:37:06 +00:00
e1b92bc166 2.5
Safe method to move render results to the displayed image.

It now allocates a single image for display, and on each
refresh callback from render, it copies the refreshed 
section over to this image, in 32 bits. While rendering
that image then only shows progress updates, as usual.
This also now works for scenes in composte and results
for composite.

This should solve reported crashes for MBlur or SSS.
2009-02-05 19:28:28 +00:00
fe1c4ecd89 Relative option for the blur node only applied when the UI updated.
This meant that changing the image size later on would still use the old size.

Set the relative blur size when executing the node too.
2009-02-04 06:41:48 +00:00
8762737400 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17853:HEAD 2009-01-26 08:34:40 +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
4d21036829 bugfix #17989
Patch from Xavier Thomas.

Compositor, filter node, had shifted output when used on single-value
buffers.
2008-12-15 08:37:39 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
70be839859 Bugfix #13837
Tonemap didn't correctly accept any buffer type.
The coder who added this should check this fix! Any node coder maybe...
2008-09-09 10:16:09 +00:00
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
838886daf3 Fix for bugfix #12075: gamma node check for nan was always
checking red channel.
2008-07-09 10:13:09 +00:00
a8f00246ba Fix for bug [#13651] Convertor->Math->Divide broken
Changed the if statement to catch zero case properly.
2008-06-26 17:08:07 +00:00
4c391a0c30 * Simple addition to math node (comp and shading): Greater Than and Less Than modes. 2008-06-17 04:18:34 +00:00
5463828bd2 Fix for part of bug #12075: gamma node generated nan's on negative input. 2008-05-22 14:56:32 +00:00
90420a15ef Fix for bug #7068: displace node crashes with procedural
texture input as vectors.
2008-05-09 15:32:55 +00:00
ad38297a08 Fix for bug #11005: hue-sat-value node was doing unnecessary
clamping, which not only is suboptimal for working with hdr
images, it was also doing the clamping incorrect.
2008-05-08 19:57:10 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
c92660b18c This is patch [#8531] Change gamma node max value
Submitted By:
Stephane SOPPERA (soppera)

It just increases the max value for gamma correction to 10f.  Which
as noted in the patch is the same as the Gimp's color level tool.

Kent
2008-04-11 18:07:27 +00:00
6dec5db1e6 Fix for bug #8073: texture nodes connected to a viewer could crash.
Also fixed a bug where procedural buffers did not convert correctly
to different buffer types (e.g. value -> rgba would give red).
2008-04-07 15:21:25 +00:00
22149c95ba Bugfix: the defocus node "no zbuffer" settings was automatically set
if there was no zbuffer input. However this means a user settings can
be permanently changed without a user knowing. Now it just runs as if
this option is set if there is no zbuffer, but doesn't change the
setting.
2008-04-01 11:08:48 +00:00
753a0e9746 Tweaks to labels on brightness/contrast node 2008-03-25 06:10:03 +00:00
f48c8dea16 Fix for bug #8582: compositor math node did not output any result
without input connections.
2008-03-16 20:04:41 +00:00
Stephen Swaney
bb48a75c37 compiler warning cleanup 2008-03-15 14:41:47 +00:00
e625266162 Fix for bug #8385: vector inputs of texture node in the compositor did
not work correct, it should use bNodeStack inputs like other nodes.
2008-03-13 11:26:18 +00:00
3c561ec216 Added an Alpha Convert compositor node, to convert between
premultiplied and key alpha.
2008-03-11 14:40:27 +00:00
274543627a Fix segfault with bad setting in the Image node.
The limit in the UI tooltips to set the amount of
images used in animation allow the zero value,
that cause a segfault.

This commit fix the UI, add a init value of 1 to
the node and also check in case that
node_composit_get_image return NULL.
2008-02-28 20:26:00 +00:00
6f78c1371d Bugfix: compositor Blur node Bokeh option gave wrong results at the
bottom pixels of the image.
2008-02-28 15:23:44 +00:00
0e233b3213 =Reversion of premul bugfix=
Reversion of premul bugfix, as it was apparently not
working all that well.

Note that this brings back the bug where the erase alpha
paint tool won't display correctly, since the UV image
editor just draws images in key alpha now.
2008-02-22 22:23:58 +00:00
2283bdc09b Possible fix for bug #6922: crash in displace compositor node,
possibly because it didn't handle the vector input correct if
it was translated.
2008-02-19 20:35:19 +00:00
ccac67d3ea Further work on the premul option for ton. This option
(which basically tells the renderer and compositor to expect a
key image) is now done at the image user level.

This does have some caveats, as image users don't always work
the way I thought they would/should (for example, the same image user
structure is apparently used in the uv image editor for all images,
which is kindof odd).

The UV image editor also now smartly detects if the premul option is
set and draws the image using key alpha, instead of premul

The subversion level was upped to convert the old premul flag, which was at
the image level, to the new one, which is at the image user level.
2008-02-18 23:50:12 +00:00
331559d585 Bugfix for defocus node gamma correct. It applied gamma correct to
a premul image but that doesn't work correct. Now it depremuls and
premuls again around the gamma correction. Better solution might be
possible, but this gives compatible results.
2008-02-18 15:21:59 +00:00
0ef89331e2 Fix for theoretical memory leak. Oddly this leak didn't seem
to be happening, but might as well fix it anyway.
2008-02-15 09:42:25 +00:00
58046762f8 1) Revert previous commit, rendering negative won't work that simple...
Needs much more attention.
2) Fix for zcombine node: 
   - it skipped execution when no image rgba out was used
   - didnt work for FSA yet
2008-02-14 18:56:14 +00:00
4b784f4311 stupid me! if you move var declarations sometimes you have to add
assignments outside of the var declarations!
2008-02-14 15:14:01 +00:00
09cb8a9f42 in my tiredness I didn't declare some vars at the top of the block. 2008-02-14 14:57:41 +00:00
ac5d28a13c Added another 2 checks for if an image has the premul flag set, 1 in the image
compositor node, another in render_realtime_texture.  Note that multilayer images 
in the image compositor node do not respect the premul flag (though I did write 
commented out code for it).

As far as I can tell, the premul option never worked for multilayer images in the
image node, so I'm a little nervous about making it work properly there.

ton, any comments?
2008-02-14 13:36:59 +00:00
e26b5aa9c4 * fix for [#8085] Glare node crashes on inputs with < 4 colour channels
I had this assigned to Alfredo for a while, but he hasn't replied to the tracker at all, so I suspect he's not around. I'll commit this now to prevent crashes.

Some of the code in the glare node assumed that all buffers will be 4 channel RGBA, when in fact it was possible to give it a VEC3, such as a spec pass with no alpha, which would crash it. This fix just duplicates the input to a new temporary RGBA buffer to work on, if it's not already RGBA.
2008-02-13 13:36:35 +00:00
66e69965b1 Bugfix: when defocus node had nothing to do and just passed on the buffer,
it didn't correctly deal with pointers, gave a crash in some circumstances.
2008-02-12 15:34:26 +00:00
f11ea1eb8e Bugfix for recent alphaover premul commit, crashed existing files
and on adding a new node, maybe the commit was incomplete?
2008-02-04 21:17:15 +00:00