Commit Graph

1195 Commits

Author SHA1 Message Date
be228d33f1 Curves: don't use 'charidx' for regular curves
Code attempted to sync them with materials,
but its not needed (and wasn't reliable).
2015-04-29 00:29:32 +10:00
5c6ec169cc Added missing update tag to recalculate data after permutating materials 2015-04-28 10:52:19 +02:00
4288ab16e5 Add material slot reorder buttons 2015-04-28 07:30:04 +10:00
58c511fb01 Stamp refactoring:
Write those on render result during rendering, so we can cleanly write a
render result image after rendering.
2015-04-21 18:37:06 +02:00
Julian Eisel
de687b6fa0 Fix T44465: Crash using VSE OGL render + Grease Pencil
Likely caused by rBd5f1b9c22233
2015-04-21 16:04:14 +02:00
57d9badc21 Cleanup: use bool /w flag checks 2015-04-21 01:50:20 +10:00
Dalai Felinto
479b669693 Fix T44336: Unable to select cycles-specific passes in UV/image editor
This approach gets rid of iuser->pass for good.

Also, I'm commenting out the pass increase/decrease. This was broken
since multiview. I will fix it later (before 2.75), but I didn't want to
get this patch mangled with that fix.

Thanks Sergey Sharybin for the review and feedbacks.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D1232
2015-04-17 09:48:31 -03:00
085fa2e3d7 Fix T44329: Second part: prevent 'cachebuffer' and 'fullOSA' in preview renders. 2015-04-10 13:17:08 +02:00
ae5f2c2025 Fix regression after multiview, basically we appended the wrong frames
to movie file.

We have to resort to use crappy workarounds with preview arguments again
since preview range is only for OpenGL preview.
2015-04-09 18:02:43 +02:00
9749b2cb81 Fix partial image update during rendering
Was broken since 5d212fb.
2015-04-09 15:33:44 +05:00
235f1feaf4 Fix opengl render preview in image editor broken
During multiview, invalidation of the display imbuf of the preview image
was eaten by code eating elves.
2015-04-08 12:49:54 +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
b98c7bcf3a Fix T44077 material update fails in textured mode when VBOs are off.
The issue has been here since we changed drawing code for meshes to use
vertex arrays instead of immediate mode when VBO was off. Basically we
should now always invalidate the GPU objects regardless of the VBO
setting in the preferences.

The bug has been there since 2.73 at least, but what made it apparent
now is that new version resets preferences and as an extension the VBO
flag.

Should be included in final 2.74 release
2015-03-31 11:42:39 +02:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
8a183aa26b Cleanup: use BKE_texture_ prefix 2015-03-29 03:16:55 +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
4fd2f678ea Fix T44133 SSAO in OpenGL rendering from orthographic camera did not
work

Safe to include in final release
2015-03-25 15:05:36 +01:00
2a2bf3c1ab Freestyle: pass Main struct to new/copy 2015-03-19 14:34:14 +11:00
1724513fc6 Fix T44021: Crash switching Rendering Engines while viewport rendering + animating
Make sure preview render job is cancelled before freeing the render engine
associated to the viewport.
2015-03-17 12:02:10 +05:00
26d7b6c517 Fix T43831: Image Editor: Render info not displayed
Issue was caused by b62c2a9 and root of it goes to the fact that text
info is stored in the "main" scene, not the currently rendering one.

This is a bit annoying but making it so text and result are coming
from the same scene is a bit dangerous to do now. Will re-visit this
change after the release and see if it might be done in a more clear
fashion.
2015-03-11 00:04:59 +05:00
56c0a3faef Fix T43953, make opengl render work like before, basically, if we render
transparent, it will render sky/transparent, regardless of the "show
world setting".
2015-03-10 16:47:50 +01:00
2081fd1d7d Gooseberry request:
Show World will now influence if world is rendered in opengl rendering.

This is a little undefined according to blender history, since sky used
to always be drawn when offscreen rendering, as if "Only Render" was
ticked. Since if we don't draw sky in that case there's no valid color
really (and using theme colors is not so nice) we just draw transparent
background.
2015-02-23 18:49:29 +01:00
4bb331dfd5 RNA API: reuse property lookups 2015-02-17 13:13:59 +11:00
5e613198e5 Viewport compositing - first code
This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.

Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.

Off screen rendering will use the settings of the current camera.

WIP documentation can be found here:

http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-12 18:54:41 +01:00
d4934f8f6d cleanup: style/indentation 2015-02-11 18:39:28 +11:00
faaaf7ee1f Possible NULL de-reference on fullsceen check
Also quiet some other minor warnings
2015-02-03 16:42:22 +11:00
julianeisel
3e59092348 Stacked fullscreen area support (proper implemenation)
Adds support for stacked fullscreens. This basically means, if a user opens a
temporary fullscreen mode, such as the File Browser or the Image Editor render
view, from a different fullscreen, the "Back to Previous" function or the other
ways to escape those temporary fullscreens don't return to the split screen
layout but to the previous fullscreen he has been in.

I already committed something similar (f7e844570f) but that was only
supposed as a fix, it didn't work for the "Back to Previous" operator and the
implementation wasn't really reusable. This one looks a bit nicer + makes some
older hacks unnecessary :)
2015-01-28 02:52:49 +01:00
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
ce6ba965dc cleanup: warnings, spelling 2015-01-25 21:15:27 +11:00
julianeisel
f7e844570f Fix T43008: Support stacked fullscreen areas 2015-01-24 23:01:39 +01:00
d036ad552f BKE_image: use BKE_image_*** prefix
use bools for return values and some api naming consistency.
2015-01-24 17:26:59 +11:00
12bf84cbe4 BKE_screen: add BKE_screen_find_area_xy
Use from eyedropper & screen operators
also define SPACE_TYPE_ANY for readability.
2015-01-21 13:43:46 +11:00
3027ff8b13 Second try to fix missing previews of mat/tex/etc. in .blend files.
This time, it's a dedicated operator user has to run before saving the file.

And it recursively check all IDs linked from each scene, therefore rendering
materials etc. previews using a scene they are used in.

Note the renderengine issue is not completely addressed this way
(existing code for icon previews seems to ignore completely other engines,
and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine
as fallback, also you can get a material linked to an hidden object in a scene, etc.).

Reviewers: sergey, campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D980
2015-01-12 15:13:46 +01:00
acce9f0841 Fix for wrong boolean flag check
This fixes obvious overflows when checking bitflags, who knows how much
undiscovered issues exists in the code still..
2015-01-08 14:43:18 +05:00
820b6b3731 Ensure mat/tex/etc. previews are generated/saved in .blend files when enabled in userprefs.
Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D970
2015-01-07 12:31:31 +01:00
3447944c3f sequencer: don't return big values (fill pointer instead) 2015-01-04 22:46:54 +11:00
026cb6bdeb FileBrowser: Cleanup: rename some (really ugly) enum names. 2015-01-04 12:04:47 +01:00
julianeisel
071ec918f4 Fix T42961: GPencil - Refactor object/scene data behaviour
D937 with minor edits (whitespace only)

@aligorith, I double checked everything runs smoothly, blame me if I missed something ;). Sorry for just taking the initiative and committing without talking to you, but I wasn't able to catch you the last days. This should be fixed before the release IMHO, but I don't think it's important enough to be committed during BCon5, so sorry again, but hopefully everything is okay :)
2014-12-20 16:18:18 +01:00
81ae71fcd3 Fix crash in RE_AcquiredResultGet32 on debug builds introduced yesterday 2014-12-06 12:30:59 +01:00
ecc03c8ed0 Render API: Add RenderEngine.error_set() function
This function sets an error message which would be displayed after
rendering is over and info space lost the link to the engine.
2014-12-05 22:15:05 +05:00
3673a03226 Grease Pencil sketches get included when doing OpenGL previews for scene strips in sequencer
After double checking the sequencer code, there doesn't seem to be any reason to
exclude these from the sequencer previews. This makes it possible to use the
sequencer to non-destructively chain together difference Grease Pencil animated
shots together without having to render each image sequence first, allowing for
a smoother workflow.

Just in case the initial assumption isn't entirely correct, I've put in place
an extra arg to the relevant functions which can be hooked up to a suitable
option on the scene strip later to turn this on/off as needed.
2014-12-05 15:47:23 +13:00
14b951747f Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.

The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
   - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
     to enter "Stroke Edit Mode". In this mode, many common editing tools will
     operate on Grease Pencil stroke points instead.
   - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
     Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
   - Proportional Editing works when using the transform tools

2) Grease Pencil stroke settings can now be animated
   NOTE: Currently drivers don't work, but if time allows, this may still be
         added before the release.

3) Strokes can be drawn with "filled" interiors, using a separate set of
   colour/opacity settings to the ones used for the lines themselves.

   This makes use of OpenGL filled polys, which has the limitation of only
   being able to fill convex shapes. Some artifacts may be visible on concave
   shapes (e.g. pacman's mouth will be overdrawn)

4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
   has been added which draws strokes as a series of screen-aligned discs.

   While this was originally a partial experimental technique at getting better
   quality 3D lines, the effects possible using this technique were interesting
   enough to warrant making this a dedicated feature. Best results when partial
   opacity and large stroke widths are used.

5) Improved Onion Skinning Support
   - Different colours can be selected for the before/after ghosts. To do so,
     enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
     the colours accordingly.
   - Different numbers of ghosts can be shown before/after the current frame

6) Grease Pencil datablocks are now attached to the scene by default instead of
   the active object.
   - For a long time, the object-attachment has proved to be quite problematic
     for users to keep track of. Now that this is done at scene level, it is
     easier for most users to use.
   - An exception for old files (and for any addons which may benefit from object
     attachment instead), is that if the active object has a Grease Pencil datablock,
     that will be used instead.
   - It is not currently possible to choose object-attachment from the UI, but
     it is simple to do this from the console instead, by doing:
     context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]

7) Various UI Cleanups
   - The layers UI has been cleaned up to use a list instead of the nested-panels
     design. Apart from saving space, this is also much nicer to look at now.

   - The UI code is now all defined in Python. To support this, it has been necessary
     to add some new context properties to make it easier to access these settings.
     e.g. "gpencil_data" for the datablock
          "active_gpencil_layer" and "active_gpencil_frame" for active data,
          "editable_gpencil_strokes" for the strokes that can be edited

   - The "stroke placement/alignment" settings (previously "Drawing Settings" at the
     bottom of the Grease Pencil panel in the Properties Region) is now located in
     the toolbar. These were more toolsettings than properties for how GPencil got drawn.

   - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
     suggestion for an earlier discussion on developer.blender.org

   - By default, the painting operator will wait for a mouse button to be pressed
     before it starts creating the stroke. This is to make it easier to include
     this operator in various toolbars/menus/etc.   To get it immediately starting
     (as when you hold down DKEy to draw), set "wait_for_input" to False.

   - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor

   - Toolbar panels have been added to all the other editors which support these.

8) Pie menus for quick-access to tools
   A set of experimental pie menus has been included for quick access to many
   tools and settings. It is not necessary to use these to get things done,
   but they have been designed to help make certain common tasks easier.

   - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
              spatially stable manner.
   - D Q    = "Quick Settings" pie. This allows quick access to the active
              layer's settings. Notably, colours, thickness, and turning
              onion skinning on/off.
2014-12-01 01:52:06 +13:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
9afc5b09fd Delete GPU buffers if preference changes. 2014-11-28 15:15:19 +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
43fa4baa6c Refactor: BLI_path_util (part 2)
Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
2014-11-23 18:55:52 +01:00
6308c16675 Refactor: BLI_path_util (split out app directory access)
This module is intended for path manipulation functions
but had utility functions added to access various directories.
2014-11-23 18:42:18 +01:00
789eaa0f5b Fix T42688: python crash: bpy.context.scene.update().
`ED_render_scene_update()` should ensure it does have some WM to work on...
2014-11-22 14:39:53 +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