Commit Graph

604 Commits

Author SHA1 Message Date
0bb70e4fae workaround for crash when dragging nodes 2009-11-09 11:15:49 +00:00
652ea9ee30 Fix #19627: previews in materials nodes were not cleared before re-render. 2009-10-19 14:10:37 +00:00
fd511eb984 Node Bugfixes:
* 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.
2009-10-07 22:05:30 +00:00
8d54982f37 Material buttons now view the active node material shading settings.
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.
2009-10-06 15:31:25 +00:00
b466286c3e Render & Compositing Thread Fixes
* 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.
2009-09-30 18:18:32 +00:00
fa4ee2be84 Added Levels Node (histogram, with mean/std deviation outputs)
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
2009-09-10 04:12:22 +00:00
3803a3c5a7 Fixed some redraw problems with texture nodes. 2009-08-18 14:31:13 +00:00
9059639df4 2.5: Screen/Scene New/Delete operators.
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.
2009-08-15 16:43:03 +00:00
a1cf7988c1 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928
Sequencer changes from source/blender/src coming next
2009-06-16 14:21:58 +00:00
c4ad2ed253 Omission of a texture node to specify coordinates was regarded as a bug by some users. I rather agree :) 2009-06-13 14:22:40 +00:00
c8b4cf9206 2.50:
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.
2009-06-08 20:08:19 +00:00
5b2737a735 2.5:
* 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.
2009-06-02 23:56:33 +00:00
971cabc2d6 Bugfix #18058
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.
2009-04-22 17:06:47 +00:00
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
80e40d504c bugfix #18287
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.
2009-04-17 10:38:10 +00:00
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
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).
2009-03-17 21:44:58 +00:00
fc070ca31c 2.5
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.
2009-02-25 09:54:41 +00:00
f87a399978 [#18058] Black dots appear when blender renders with multi-thread and material nodes
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.
2009-02-21 04:42:46 +00:00
2e79e4e975 2.5
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.
2009-02-11 16:54:55 +00:00
09099111e3 Added Scale, fixed bugs incl. patch #18037 2009-02-06 18:09:35 +00:00
14f180fa04 2.5
Node editor: 

- Linking sockets back.
- Removed obsolete code 
- Add node gives correct pointers for Render stuff
2009-02-06 16:34:05 +00:00
6a669d00b2 Patch #18015, adds "Value to Normal" node 2009-02-06 01:21:38 +00:00
fbdd75a475 Added compose/decompose, fixed bugs. 2009-02-06 00:55:38 +00:00
764168d62a 2.5
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)
2009-01-27 19:32:44 +00:00
c0ee40ab10 2.5
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
2009-01-27 17:12:40 +00:00
9cc59fb0c3 2.5
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.
2009-01-22 14:59:49 +00:00
f7cb86df3a 2.5
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.
2009-01-04 14:14:06 +00:00
ec00764dd2 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17434:HEAD 2008-12-14 17:32:24 +00:00
402fbd95cc 2 things:
* Patch #17998
* tex_input_vec now takes 3-vector as first argument (was 4-vector).
2008-11-26 13:07:24 +00:00
b3c238e8bc 2.5: merge with trunk, previous merge was only up to yesterday.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
2008-11-12 22:03:11 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
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.
2008-11-12 21:16:53 +00:00
8030cb03fd Patch #7897 Texture Nodes!
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. :)
2008-11-12 19:03:50 +00:00
22bcbc5742 fix for more disable python defines,
FTOCHAR didnt have brackets around the value. FTOCHAR(a+b) didnt work, FTOCHAR((a+b)) did.
2008-10-29 16:49:51 +00:00
5eb1d5e3dc Fix for bug #17593: glsl crash using a texture node without a
texture assigned.
2008-09-11 10:17:17 +00:00
cb89decfdc Merge of first part of changes from the apricot branch, especially
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.
2008-09-04 20:51:28 +00:00
bbe32118ef == Nodes ==
- "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.
2008-05-16 20:57:06 +00:00
9ea5788c37 == PyNodes ==
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).
2008-05-01 22:28:18 +00:00
db7457a6bb Fix for bug #6758: material nodes were not working correct with
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.
2008-03-17 20:57:16 +00:00
a748c244a2 Fix for bug #8560: grouping nodes could lead to multiple links to the
same input, if the nodes had been grouped separately before.
2008-03-16 20:49:10 +00:00
fcdf2d694f Fix for bug #8555: geometry node front/bake was broken.
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.
2008-03-14 18:08:27 +00:00
3c561ec216 Added an Alpha Convert compositor node, to convert between
premultiplied and key alpha.
2008-03-11 14:40:27 +00:00
d7ef04a519 Long on the wishlist, quite simple even, and there it finally is:
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...
2008-03-08 19:02:08 +00:00
ed7156a258 Fix for bug #6747: make single button for node groups didn't work,
functionality was not implemented.
2008-02-24 22:27:40 +00:00
9615532ccb == Pynodes ==
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.
2008-02-10 21:12:44 +00:00
Nathan Letwory
16514e3ddb * Merge of PyNodes to trunk. Finally!
See http://wiki.blender.org/index.php/BlenderDev/PyNodes and
  http://wiki.blender.org/index.php/BlenderDev/PyNodes/API
  For current documentation.

  Very very big thanks go to William Germano for fixing the memory issues left
  and for improving on the code.

  In the coming time documentation will be finalised and further stabilising
  of PyNodes is to be expected.
2008-02-09 23:17:15 +00:00
c8841a7f2f Added new render pass: "Mist".
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.
2008-01-19 11:17:12 +00:00
372ee054c0 Some notes for those who try to follow this :)
- 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.
2008-01-01 18:29:19 +00:00
f4015d9fce Bilateral Blur Node
Bilateral Blur node allows the user to blur images while retaining their
sharp edges. Blurring can be controlled by following controls:
*Iterations
*Color Sigma
*Space Sigma

Also image input to blur and a determinator image is provided. The node produces
a blurred image as its output.

The more iterations are provided, the smoother the result. Use color and space
sigmas to control the amount of blur. One way to use the determinator input is
to feed a mix (add) of Z and normal passes to it.

Examples of usage:
Ambient Occlusion smoothing - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_01.blend
Blurry Refraction - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_02.blend
Smoothed shadows and smoothed Ambient Occlusion combined - http://wiki.blender.org/index.php/Image:Bilateral_blur_example_03.blend

If you check out the examples, render the image and alter the values to see how 
they affect.

More information about the algorithm can be found at 
http://homepages.inf.ed.ac.uk/rbf/CVonline/LOCAL_COPIES/MANDUCHI1/Bilateral_Filtering.html .

Thanks to Vilem Novak for contributing the patch.
2007-12-27 20:36:17 +00:00
8ddc48d32f Directional Blur Node
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.
2007-12-27 14:19:11 +00:00
d06dc00af9 Toggle links tool for Node Editor
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.
2007-12-27 10:17:33 +00:00