This commit basically implements frames prefetching for
movie clip datablock.
Number of frames to be prefetched is controlled in User
Preferences, System tab, Prefetch Frames option.
Currently prefetching is destructive-less for movie cache,
meaning mo frames will be removed from the cache when while
prefetching. This is because it's half of simplier to
implement, but it also makes sense from tracking point of
view -- we could want to playback in both directions and
removing frames from behind time cursor is not always a
good idea.
Anyway, smarter prefetching strategy could be developed
later.
Some implementation notes:
- Added MEM_CacheLimiter_get_memory_in_use function to get
memory usage of specified memory limiter.
- Fixed prototype of MEM_CacheLimiter_get_maximum which
was simply wrong (used wrong data type for output).
- Added some utility functions to movie clip and movie
cache for direct cache interaction and obtaining cache
statistics.
- Prefetching is implemented using general jobs system.
which is invoking from clip draw function.
- Prefetcing will stop as soon other job or playback starts.
This is done from performance point of view. Jobs will
likely require lots of CPU power and better to provide
whole CPU to it.
Playback is a bit more complicated case. For jpeg sequence
playback prefetching while paying back is nice. But trying
to prefetch heavy exr images and doing color space
conversion slows down both playback and prefetching.
TODO:
- Think of better policy of dealing with already cached frames
(like when cached frames from other clips prevents frames
from current clip to be prefetched)
- Currently a bit funky redraw notification happens from
prefetch job. Perhaps own ND_ is better to have here.
- Hiding clip while prefetch is active in theory shall stop
prefetching job.
- Having multiple clips opened on file load will prefetch
frames for only one of them.
When the uniqueness requirement was introduced in r24478 (2.50.8) for unambiguous RNA paths for animation a do_versions check was also added, but this was incorrectly only applied to main->nodetree (i.e. node groups) and not local trees in scene, material, etc.
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/
Resolved conflicts:
release/datafiles/startup.blend
source/blender/editors/space_nla/nla_buttons.c
Also updated source/blender/blenkernel/intern/linestyle.c as a follow-up of
recent changes for the use of bool.
Automatic switching for drawing pixel buffers via glDrawPixels or using GPU textures
It works with a User Preference limit, in megapixels, to define whether to use
GPU or direct pixel drawing. Default is now initialized to 10 MP (4k buffers).
Especially for zooming out (draw smaller) texture drawing is much smaller. Also
Nvidia cards typically draw much faster with textures in general.
Added to node backdrop first now, the other editors follow in a next commit.
For coders: added new DNA function to initialize new struct variables, so you
don't have to sub-version files anymore.
DNA_struct_elem_find(fd->filesdna, "structname", "typename", "varname")
"filesdna" is the sdna description of the current file being versioned.
brushes, due to issues with color coded drawing or slow/buggy reading from such
a buffer on some systems.
In case multisample is enabled now, it uses an offscreen buffer for such drawing,
which is not multisampled and so should not cause issues. This does mean there is
some extra GPU memory usage when multisample is enabled, and we could optimize
triple buffer to work together here somehow to share buffers, but it's better than
having selection not working.
The previous implementation of Freestyle edge/face marks was refactored
based on suggestions from the latest code review by Campbell. The new
implementation relies on mesh CustomData to store edge/face marks, instead
of introducing extra flags in the core Mesh and BMesh data structures.
The CustomData-based implementation will allow further additions of new
edge/face attributes because of the independence from Mesh/BMesh.
This revision is work in progress, mainly intended to address the review
comments and ask for further code review in view of the trunk merger in
the upcoming 2.67 release.
from Lawrence D'Oliveiro (ldo)
Get rid of BLI_splitdirstring, replace with calls to BLI_split_dirfile, BLI_split_dir_part and BLI_split_file_part as appropriate.
a Use Alpha option again. This makes the case where you enabled Premultiply on the
image and disabled Use Alpha on the texture work again.
That's mostly useful when you have a straight alpha image file which has no useful
RGB colors in zero alpha regions (e.g. renders). Then sometimes you don't want to
use the alpha for the texture stack mixing, but you still want to multiply it into
the RGB channels to avoid a blocky transition into zero alpha regions.
This also removes the version patch that copied image datablocks because it's not
reliable and might be causing bug #34434. This does mean we are no longer backwards
compatible for cases where two different texture datablocks with Use Alpha enabled
and disabled where using the same image.
Added compatibility option "Straight Alpha Output" to image input node
When this option is enabled, image input node will convert float buffer
to straight alpha.
This is not what you'll usually want with new alpha pipeline, nit this
is needed to preserve compatibility with older files saved in 2.65.
In that version byte image are resulting with straight alpha passing
to the compositor and alpha-overing required extra premultiplication
of inputs.
So, that's why Straight Alpha Output is needed -- it's set in versioning
code for byte node images so they'll still output straight alpha.
This option is currently only available in N-panel.
Additional change: added Alpha Mode for image input node to N-panel.
datablock is in a different library than the texture datablock. Adjusted the
fix in 54790 to check for this case specifically so it keeps working on other
files that have packed images.
The problem is that blo_do_versions_newlibadr will not return a valid datablock
in some cases with linked libraries. This function is used in various places in
the version patching code and would likely cause problems there as well, needs
to be investigated further.
File with packed images crashes on load.
Do-versions now is copying Images, because texture "use alpha" has been removed...
However, it then also copied packaged images, which crashes for some reason.
For now I skip packed image copy, which keeps blender work. This versioning
code needs more checking though.
Highlight background depending on number of tracks existing on frame.
This is not so much mathematically accurate displaying where things
shall be improved, but it's nice feedback about which frames better
be reviewed.
Bad frames are tracks < 8, highlighted with red.
OK-ish frame are 8 <= tracks < 16, highlighted with yellow.
Could be some artifacts with color region start/end, this is a bit
unclear what exactly expected to be highlighted -- frames are
displayed as dots, but in fact they're quite noticeable segments.
---
svn merge -r54572:54573 ^/branches/soc-2011-tomato
besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
Before this change only old flag "Premultiply" was used to
detect alpha mode, which is not enough actually.
Now the logic here is:
- If "Premultiply" was enabled it is likely float image with
straight alpha, which shall be premultiplied before usage.
In this case image/sequence Alpha Mode is set to Straight.
- Otherwise use default alpha mode for image format based on
an extension. This could fail in some cases like TIFF, but
this wasn't handled fully correct in older blender anyway.
Initial discovered issue was that EXR images saved in older
Blender versions were set to Straight alpha mode, which is
obviously a straight way to lots of headache.
The do-version handling for Userdef is outside file reading, which makes
it needed to store the file version in UserDef, so it gets the correct
version to handle.
Thanks Antonis R. for pointing at the omission!
Also removed the mindboggling define. If you do such, then make it
like "MAIN_VERSION_OLDER_THAN() or so.
In general version hacking could be limited much better... ask me
before even thinking to add one, most optimal is to do it in a way
it's not depending on a version ever - forward/backward compatible.
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.
Basically they're aimed to solve issues when scene with sky
was used for compositing. If compo used alpha output result
of current trunk would be completely different form hwo it
was before.
Two heuristics here:
- If there's no world or world color is black, it completely
equals to straight alpha mode, no further magic is needed
to preserve compatibility
- If scene is used as Render Layer node and something is
connected to Alpha output of this node, ensure alpha mode
for this scene is set to Premultiplied.
Basically it shall give better compatibility and make
4K mango project just happy! :)
The use alpha option moved from the texture datablock to the image, and now it
will duplicate the image datablock in case you have one texture using alpha and
the other not.
Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
some of our artists work to much on trunk :) Especially our beloved Pablo Vazquez.
We increased the blender file sub-version for checking if translate nodes needed to be updated.
Happy blending.
This means you can for example, uv unwrap in quad-view and change settings in the toolbar without defaulting back to the first quad-view region available.
This may be displayed to the user later, for now this is set on executing registrable operators.
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.
Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.
The position and orientation of the constraint object is the pivot point
of the constraint.
Constraints have their own group in the rigid body world.
To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.
Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic
Note: constraint limits aren't animatable yet).
Add read/write/interpolate functions.
In order to get rigid body point cache id from object it's now required to pass the
scene to BKE_ptcache_ids_from_object().
Rigid body cache is drawn in the orange color of the bullet logo.
Force fields work with rigid bodies just like they do with other simulations.
Increase min and max strength of force fields so they can influence heavy rigid
bodies.
TODO: Adjust force field strength based on the time step taken.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
This is just the basic structure, the simulation isn't hooked up yet.
Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.
Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.
Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)