Nice goodie: Preview renders!
- Added new preview.blend, allowing super wide cinemascope previews
- Draws nicely blended inside widget type, rounded corners
- Preview now renders using all available cpus/cores.
- Uses - hopefully rock stable - method, which doesn't copy or
allocate anything for previews, but just uses render API calls.
- Multiple previews are possible! But, added provision in Jobs
manager to only render one preview job at a time. If you start
more preview jobs, they're suspended until it's their turn.
Bugfix: new buttons context code crashed when going full-window.
Tweaks are still needed for notifiers. I have to figure out still
how to retrieve SpaceButs button view types...
Cleanup commit:
- Yafray removed. Also did cmake/scons files, but didn't compile with it,
so test would be appreciated :)
- Removed old crap from Windows release dir, should be checked on
further by windows release builder later.
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.
Render back! And not only back, even full threaded now. :)
Current state is unfinished, but too much fun to not to
commit for review and test!
WARNING: because render is in a threaded job, it will
use data as can be edited in the UI. That'll crash in many
cases of course... the idea is to limit UI usage to viewing
stuff, especially for the Image Window to inspect layers
or zoom in/out.
What works now;
- F12 render (no anim)
- ESC from render
- ESC pushes back temporary Image Window
- Render to ImageWindow or full-screen.
- Executing composites, and edit composites after render.
Note that the UI is 100% responsive in a render, you can
switch screens, slide area dividers around, or even load
a new file during render. :) It's quite stable even.
I'll collect all crash reports especially to get a good
picture of where the protection is required at least.
Also added: XKey "Delete Objects", to get things crash...
unfortunately it didn't for me.
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
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.
The render generated from Freestyle's data is currently stored in the original scene's render structure ( as 'freestyle_render'): when the render database is generated, the scene's geometrical data is first imported into Freestyle and strokes are calculated. The generated strokes are used to create a Blender scene, rendered independently. The render result is used in the rendering loop.
The final rendering is performed the same way edge rendering is, in a function ('freestyle_enhance_add') operating on each individual render part. Freestyle strokes are only included if the toggle button "Freestyle" (in the 'Output' panel) is active and if the "Freestyle" render layer is also selected. Freestyle's panel appears when the toggle button 'Freestyle' is active.
IMPORTANT: as of now, rendering ONLY works when OSA is disabled and when Xparts = Yparts = 1. If these settings are not set, a bogus image will be created.
To make the render happen, many modifications had to be made:
- the Canvas::Draw and Operators::create methods no longer render strokes. They only generate shading and locational information.
- a BlenderStrokeRenderer class was added to turn Freestyle's strokes into a Blender scene. Basically, the scene consists of strokes in their projected image 2D coordinates and an orthographic camera centered in the middle of the corresponding canvas. The scene is rendered using vertex colors, in shadeless mode (therefore, no lamp is needed). BlenderStrokeRenderer uses the old GLTextureManager to load textures (as required by the StrokeRenderer class), even though stroke textures are probably not supported (not tested). After the scene is rendered, it is safely and automatically discarded.
- AppCanvas' code was greatly reduced to the bare minimum. The former AppCanvas would use an OpenGL-based back buffer and z buffer to determine the scene's color and depth information. In the future, this data will be determined from the corresponding render passes. Currently, the integration is not achieved so all style modules using depth/color information are sure to fail.
- before, Freestyle needed an OpenGL context to determine the camera's information and to compute the view map. As of now, the modelview and projection matrices are fully determined using data provided by Blender. This means both perspective and orthographic projections are supported. The AppGLWidget will very soon be removed completely.
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.
Commit patch #7788, allow to set the render step, so it's
possible make render every N frames only.
The step is change in Scene buttons (F10), below start and
end frame buttons.
Also add a command line options (-j), so it's possible to
overwrite the file step (useful for renderfarm).
[ Brecht, this work with OpenGL renders and simulated
the skipped frames, please double check ]
FSA didn't support "key alpha", fixed it.
Also noticed edge-enhance didnt work for FSA, added warning for that,
fixing it is too clumsy, this option belongs in compositor.
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.
All of the reference to the original Material class were renamed to FrsMaterial to resolve a name collision with Blender. To keep the window context necessary to draw the strokes after RE_Database_FromScene has been called, the display_clear function is used.
* python api render() would clamp the endframe to a short.
* python api's render() and renderAnim() would not render compositing because the name they gave to RE_NewRender was NOT G.scene->id.name, added comments to
G.scene->id.name
removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway.
in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...)
There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
FSA requires exr, so I've disabled the buttons too in that case. I also
noticed CMake doesn't enable openexr by default, but a lot of the render
code relies on it, so I've enabled it by default now.
The claim was:
Bugfix: don't do full sample merging on re-rendered layers in
the compositor.
But result was that rendering didn't happen at all for scenes
with a composite.
I also don't understand the commit, seems like it's incomplete?
If you composite using multiple scenes, the "use FSA" button had to be set
or disabled for each scene. Now you can just set/disable FSA for the scene
that does the compositing. You can only disable FSA in other scenes if it
was set before though.
(Any understands these lines? :)
The RE_WriteResult function don't call BLI_make_existing_file
like BKE_write_ibuf, so if you append a directory to the output
path and it don't exist, the exr_begin_write fail to create
the file and blender crash.
Note that this is only 1 line of code and don't touch
anything in the render code.