* Compo node backdrop works again.
* Compo node previews and backdrop now get correct color management
float to byte conversion.
* Compo nodes got unecessarily recalculated while moving nodes.
* Fix compo node viewer nodes not getting activated correctly.
* Main compo node preview render computations are now outside of
mutex lock, so better for multithreading.
* Tex node outputs did not work in some files loaded from 2.4.
* Change RNA updates to take into account groups that may be shared
between multiple node trees.
Selecting a material in the node tree sets this as the active material and the buttons view redraws.
Added rna prop material.active_node_material
Currently its not clear what settings are used by the node material and the base material (needs some tedious research) so I made most panels use the node material with the exceptions of volumetrics, physics and halo settings.
We'll probably need to split the panels up to do this properly.
* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash
* Starting to rendering while preview render / compo was
still running could crash.
* Exiting while rendering an animation would not abort the
renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
were being rendered at the same time.
There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.
Implementation:
* Rather than assuming the render result does not get freed
during render, which seems to be quite difficult to do given
that e.g. the compositor is allowed to change the size of
the buffer or output different passes, the render result is
now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
writers) at the same time, but only allows one writer to
manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
images being rendered, cases where this is not needed (most
code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
time, rather than the G.rendering check which was not reliable.
Added RGB space distance matte Node
Added HSV color matte Node
Fixed Image difference matte Node to use image differences instead of RGB space distance
Fixed luminance node for low end values being read wrong
Fixed CMP_util copy/swap functions not accounting for all channels
Fixed UI for difference matte Node
Added RNA for new nodes
Implementation Note:
* Moved the scene copy/unlink code back into blenkernel, with
the exception of the copy single user stuff which is still in
object_edit.c.
* Uses SCREENDELETE notifier like SCREENBROWSE, seems only clean
way to do this now.
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.
* Fix crash adding rigid body constraint.
* Give new nodetrees NT in ID name to make them recognizned by RNA,
even if the nodetrees aren't actual ID datablock.
Ray-transparent didn't pass on thread number to shading code, giving
"blothes" in render, when using node materials.
This also rewinds Campbells commit of feb 21, which tackled the error,
but not the cause.
Texture nodes hang when nodes have a cyclic case.
Added a (temp?) provision to tag node->need_exec zero for cyclic
nodes, and added check for this in texture nodes.
There was also a bug in 'tag changed' for texture nodes, which not
only tagged, but also called the tree exec (should not happen!).
In general the texture exec needs recode; it doesn't use the stacks
as provided per node, but recurses itself to previous nodes, giving
problems like this. Node execs should only do their own bizz, the
node system handles dependency and eval order nicely already.
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).
Bugfix in compositor: code that duplicated the nodetree and merged
viewer images back lacked handling the case when a viewer was not
set active yet.
This fixes eternal loops in compositor after removing Viewers.
Without thread locking the function that allocates new threads, black dots appear in renders.
This wont affect composite nodes,
Ton/Brecht - this is possibly too many lock/unlocks but I timed the render from the bug report and it didn't make a noticeable difference.
Smaller jobs, all in one commit!
- Moved object_do_update out of view3d drawing, into
the event system (currently after notifiers).
Depsgraph calls for setting update flags will have to
keep track of each Screen's needs, so a UI showing only
a Sequencer doesn't do objects.
- Added button in "Properties region" in 3D window to set
or disable 4-split, including the 3 options it has.
(lock, box, clip)
- Restored legacy code for UI, to make things work like
bone rename, autocomplete.
- Node editor now shows Curves widgets again
- Bugfix: composite job increased Viewer user id count
- Bugfix: Node editor, not "Enable nodes" still called
a Job, which didn't do anything
- Various code cleaning, unused vars and prototypes.
Added support in threaded compositor to copy the viewer
image safely away, prevents crashing especially for
people using blender -E or redrawing viewer while it
composites.
(Note; reloading images in nodes, render result, and
probably other cases have to be checked still)
Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
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.
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.
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
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.
- "Memoryblock free: attempt to free NULL pointer" messages related to the Material node (Add->Input->Material). Deleting it and quitting Blender would bring 2 or 3 of these warnings. Trivial fix (check if NULL) in blenkernel/intern/node.c, though Nodes devs may be interested. Found while testing to fix the following bug:
== PyNodes ==
- Bug #11715 reported by Alexanter Feterman:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=11715&group_id=9
Adding a Dynamic node and setting it to a pynode script would crash Blender if no Material Node (MatNode) was present.
Thanks Alexander for reporting and Brecht for assigning it to me.
Bug #10104 reported by bebraw: missing check for how many node sockets were being created by a pynode script. Too many (more than MAX_SOCKET == 64) would crash Blender.
http://projects.blender.org/tracker/?func=detail&atid=125&aid=10104&group_id=9
Notes: moved the MAX_SOCKET define from node.c to BKE_node.h so I could use it in Node.c. Also improved error reporting in pynodes when errors occur in the init stage.
Thanks Juho (bebraw), Tom (assigned the bug to me) and Brecht (mentioned the MAX_SOCKET define).
ray mirror and transparency, was using the same stack for all
recursion depths, now creates new stacks as needed.
Fix for bug #8592: crash saving non-float image as 16bit tiff.
Fix for bug #7418: texture ipo's didn't show for textures in node materials.
Fix for part of bug #6758: node materials in other node materials could
miss texture coordinates.
Compositor:
Muting option to temporary disable/enable nodes.
Hotkey: press M on selection. It toggles.
Note: no menu entry yet, and drawing style could be tweakered...
1) Trying to bring back compatibility with Python2.3.
2) Adding some stubs to compile blender player again on linux.
Please tell me if Blender still doesn't compile with py 2.3 or if the player isn't compiling. There was a binreloc related stub I needed to add, so probably the player wasn't compiling before the pynodes commit.
Thanks PanzerMKZ for reporting and testing part of the fix to py 2.3.
This is actually just the alpha value as currently being calculated
by the mist code. It is in many cases not very useful to have this as
alpha in shading result, also for postprocess and composite.
Note: this pass also works with "Mist" not set in World, of course.
- first work on getting area/screen handling back
- added structure for where to put stuff, is still under
review, wait a bit for docs?
Campbell is working on removing every bad level include from
sources, so we can safely rebuild the src/ directory.
Directional Blur node allows the users to do various blur operations on the input
image. It essentially offers three different kind of ways of blurring in one node.
It is possible to blur using a certain direction, spin and zoom. These three ways
can be used in conjunction.
The node contains following controls:
*Iterations, Wrap
*Center: X, Y
*Distance, Angle
*Spin
*Zoom
Iterations is used to determine the smoothness of the result. The more iterations,
the smoother result. Low values are good for preview.
Wrap means that the image is wrapped as if it was tiled on both x and y directions.
To see better what this means, try it with spin for instance.
Center values (X and Y) determine the location which is used as a pivot point for
the operations. It is center (0.5) of the image by default.
Distance and angle are used to adjust directional blur. The result can be described
as a sweep that varies based on given distance (bigger distance, longer sweep) and
angle. Angle is given in degrees.
Spin produces rotating blur based on given angle. Yet again it is in degrees. Also
negative values work.
Zoom causes the image to be zoomed towards set center point (Center values).
Thanks to Alfredo de Greef (eeshlo) for contribution.
Possible development ideas:
*Make an algorithm to extend image in case spin is used. Extend would temporarily
change the size of the canvas of the input image. Canvas would be filled based on
colors on the edges of the input image. After the blur operation has been done,
the image would be cropped back to normal size. The advantage of this would be nicer
result of spin (no problems with image size) on a computational cost.
*Make values animatable. This is something that is better solved on more general
level. ("everything is animatable" paradigm)
*Provide an option to calculate automatic value for iterations. A good value that
produces a smooth result could be calculated based on direction deltas. This would be
useful in conjuction of animatable values.
This commit adds a new tool, Toggle Links, to the node editor. This tool
allows the user to toggle the status (linked/not linked) between desired
sockets. The tool can be used either by using the f key or the menus.
This functionality is analogue to one found in object editing modes except
for its additional toggle functionality.
To use this tool, the user has to first select an input and an output socket.
Selecting is done by clicking with right mouse button on a socket. After the
tool has been invoked, the link between those two sockets is toggled. The
result may vary based on existing linkage.
There can be only one input and one output selected at maximum in a node
tree. This means that if the user selects a socket while one of the same
type is already selected, the old one will be deselected.
The tool complements the current way of connecting nodes. One possible use
for it is to use it to review output of nodes by using a viewer node. Just
select wanted input socket of a viewer node, set it visible and use selection
of an output socket in conjuction with f key to show the output in the viewer
node. Select another output and hit f to see its output and so on.