Commit Graph

187 Commits

Author SHA1 Message Date
525be2f579 Image: Refactor render slots to a dynamic list
Previously, render slots were hardcoded to a fixed amount.

With this change, render slots now are stored in a list. Therefore, users can add and/or remove as many slots as they want.

Credit to brecht for the UI part.

Reviewers: brecht, sergey

Differential Revision: https://developer.blender.org/D3474
2018-06-14 22:46:30 +02:00
1dc93f90a0 Cleanup: remove image->bindcode, always wrap in GPUTexture.
This simplifies code, and will hopefully make UDIM usage of GPUTexture
a little easier.
2018-06-11 23:24:04 +02:00
1d111cd046 Revert "Cleanup: remove image->bindcode, always wrap in GPUTexture."
This reverts commit 8242a5bc85. This isn't
quite ready to use yet.
2018-06-11 22:35:09 +02:00
8242a5bc85 Cleanup: remove image->bindcode, always wrap in GPUTexture. 2018-06-11 22:30:59 +02:00
78a8d3685b Cleanup: remove moar ugly G.main usages...
BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
2018-06-11 15:40:37 +02:00
6374d390d3 Write StampData metadata to video files
This is currently only supported by FFmpeg (so not frameserver, AVI RAW,
or AVI JPEG), and only seems to work when using Matroska or Ogg Theora
containers.

Only metadata that doesn't change from frame to frame is written to
video files. This distinction is visible in the UI by looking at the
stamp checkbox tooltips (they either mention "image" or "image/video").

Part of: https://developer.blender.org/D2273

Reviewed by: @campbellbarton
2018-04-05 16:50:23 +02:00
040ea95517 Add ability to specify custom fields to be saved from render result 2017-10-31 15:05:53 +01:00
a6d2fd0215 Stamp info: Use dedicated function to free up memory
This way it's more flexible to extend StampData structure
with additional stuff which might require memory free.
2017-10-31 15:05:53 +01:00
4699799288 Fix threading conflict when doing Cycles background render
It is possible to have same image used multiple times at different frames,
which means we can not free it's buffers without any guard. From quick tests
this seems to be doing what it is supposed to.

Need more testing and port this to 2.79.
2017-08-22 15:50:05 +02:00
9da7dfa158 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 16:39:55 +02:00
eeb9e5316a Make whole ID copying code use const source pointer.
Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
2017-06-14 22:38:11 +02:00
d8d4bef6cc Refactor/deduplicate even more make_local code (and fix part of T48907).
Turns out most BKE_foo_make_local datablock-specific functions are actually doing
exactly the same thing, only two currently need special additional operations
(object and brush ones). So added a BKE_id_make_local_generic instead
of copying same code over and over.

Also, changed a bit how make_local works in case we are localizing a whole library.
We need to do the 'remap' step (from old linked ID to new local one) in the second loop,
otherwise we miss some dependencies. This fixes main part of T48907.
2016-07-21 16:54:36 +02:00
f87603662d Add option to id_make_local to force localization of datablock, even if not used locally.
Will be used by link/append code.
2016-07-14 18:33:12 +02:00
ad5918d278 Refactor/enhance BKE_image_make_local().
Now using modern features from libquery/libremap areas.

Provides same kind of fixes/improvements as for BKE_object_make_local() (see rBd1a4ae3f395a6).
2016-07-10 17:14:45 +02:00
461604c0d5 Fix (unreported) bad 'NULL freeing' with placeholder images.
Looks like code expects some initialized Image data after all, so do it
for placeholders as well (using default generated UV grid).
2016-04-29 18:05:49 +02:00
cb9f9a63e0 Fix wrong information used for stamp when "Strip Metadata" is used
Such configuration used to cause quite confusing situation when
stamp will use actual scene's statistics but metadata from strip
will be used for the saved file (basically, causing different
information stamped and saved as metadata).

Don't think it was desired behavior and it's something what
artists here in the studio wants to be fixed.
2016-02-01 16:11:24 +01:00
771f73b6be World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:

  - "View", "AngMap" and "Equirectangular" types of mapping.

  - Different types of texture blending (according to BI world render).

  - Same color blending as when it lacked textures (but render via glsl).

{F207734}
{F207735}

Example: {F275180}
Original author: @valentin_b4w

Regards,
Alexander (Blend4Web Team).

Reviewers: sergey, valentin_b4w, brecht, merwin

Reviewed By: merwin

Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx, #bf_blender:_next

Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
f28d3955e9 Cleanup: use const image-format arg 2016-01-11 12:01:08 +11:00
5b90a6e188 Fix T38245: render slot getting lost when switching slots while compositing. 2015-11-30 00:54:45 +01:00
8191066c0b Fix T46223: multiview image sequences crashing.
Differential Revision: https://developer.blender.org/D1549
2015-10-15 01:58:28 +02:00
e142ae77ca Imbuf types refactor.
ImBuf types were getting stored as bitflags in a 32bit integer which had
    already run out of space. Solved the problem by separating file type to
    an ftype enum, and file specific options to foptions.

    Reviewed by Campbell, thanks a lot!
2015-07-13 13:58:17 +02:00
f525483d83 Sequencer metadata:
Add option to render strip metadata to final result, bypassing current
scene metadata.
2015-07-01 15:23:21 +02:00
b90c7dd730 Building without OpenEXR works again 2015-05-26 17:49:08 +02:00
de68066c1c Fix multilayer OpenEXR not supporting metadata.
This will fix exporting of metadata and importing for imbufs, but image
editor will not display these metadata since multilayer gets converted
to renderresult, which does not support metadata display yet.
This commit is more meant for external image editors/viewers.
2015-05-26 12:02:30 +02:00
25f5d2b4d7 Fix (unreported) broken RNA Image pack handling since multiview merge.
Was breaking loading of embedded FBX images (among other things, most likely).
2015-05-22 23:28:41 +02:00
a077be3658 Cleanup: use r_* prefix for return args 2015-05-08 07:25:39 +10:00
fdc5f9c0a8 Add name argument to data creation API calls
Was adding then renaming, unnecessarily.
2015-05-04 16:01:20 +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
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
567e147f61 Code cleanup: remove unused function BKE_image_assign_ibuf
Reviewers: sergey

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D1083
2015-02-09 11:28:38 +01:00
f75d2fdd24 Port fix from gooseberry that doesn't load the full res file if a proxy
is requested.
2015-02-04 18:48:55 +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
888ab78edf Minor edits to T42649 fix
- only modify paths for newly loaded images
- don't attempt to read from library paths
2014-11-23 22:05:24 +01:00
29dc8259a8 Mistake naming in recent commit 2014-05-22 17:40:35 +10:00
049b6cfa6d Fix for image garbage collection failing to run for render-only views
Check for freeing old images was running per-object, move this to viewport drawing.
2014-05-22 11:58:07 +10:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
6316306cc0 Fix bug in image texture UI: "Use Alpha" checkbox doesn't appear if file format is BMP. 2014-03-31 17:37:55 +09:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
3c86a1932f Code cleanup: add BLI_testextensie_n, replacing multuple calls to BLI_testextensie
also use attributes for BLI path functions
2014-01-31 03:30:05 +11:00
4ae7ae6f2e Code Cleanup: use bool for return values and correct comments
also remove CDDM_Check, theres no need for it.
2014-01-22 02:53:48 +11:00
c48c62a831 Code Cleanup: replace checks for ima->source with BKE_image_is_animated 2014-01-14 04:59:58 +11:00
ce893552c3 Image cache rewrite to using generic movie cache
Summary:
Behaves very much the same as cache for Movie Clip datablock:

- Image now have `MovieCache *cache` field which replaced
  legacy `ListBase ibufs`.

  This allows image datablock to easily keep of image
  buffers which are owned by itself. This field isn't
  saved to the file and getting restored on undo steps.

  However, cache limit is global for movies, sequences
  and image datablocks now. So overall cached image buffers
  size will not go above cache limit size in user
  preferences.

- Image buffers which are marked as BITMAPDIRTY will never
  be freed from the cache.

- Added utility function to iterate over image buffers
  saved in movie cache.

- Movie cache cleanup check callback now have ImBuf argument
  which can be used in a condition of cleanup.

- Added some utility functions which replaces legacy ibufs
  iterations with image cache iteration which happens from
  inside a lock.

- Fixed `image_mem_size()` which was only counting one of
  the buffers if both float and byte buffer present.

Additional notes:

- `BKE_image_get_first_ibuf()` is rather stupid, but direct
  access to ibufs->first was also the same stupid idea.

  Would consider avoid this function is another project.

- There are some places which doesn't look threadsafe, but
  they already were not so much threadsafe anyway before.

  So think not a big deal with solving this later.

Finally solves infinite memory usage by image sequences! :)

Reviewers: brecht, campbellbarton

Reviewed By: brecht

CC: sebastian_k

Differential Revision: http://developer.blender.org/D95
2013-12-13 16:30:00 +06:00
26c0839220 disable cycles when building without python, also use const for function args in more places. 2013-08-07 22:40:03 +00:00
6bc2d57235 Fix #35449: image sequences to drive e.g. particle length or used in modifiers
were no properly updating when rendering animations.

The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
2013-05-22 22:17:07 +00:00
68d8c6ad3d Fix #34779: Channels disappear from multilayer exr sequence
Issue was caused by delayed or missing image user frame
number update, which lead to image loading failure in
cases node is updating from image signal callback.

Solved in a way that file from image datablock is used
for sockets detection instead of loading image for
current frame.
2013-03-27 11:26:10 +00:00
221a383366 use 'bool' for BLI_/BKE_ functions. 2013-03-09 05:35:49 +00:00
e5a135e0b2 Fixes for alpha mode do_versions code
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.
2013-02-19 08:37:08 +00:00
32a6a3eb63 Fix #33747: do better backwards compatibility for image transparency changes.
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.
2013-02-08 15:56:14 +00:00
fdfa5910b5 Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashes
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!
2013-02-05 12:46:15 +00:00