Commit Graph

2232 Commits

Author SHA1 Message Date
Campbell Barton
d5b96163f7 code cleanup: add getCursorGrabModeIsWarp(), makes the intent more clear where we check for mouse warping. 2012-05-06 15:59:57 +00:00
Campbell Barton
4504c66124 disable warping for tablet events (X11 only), added TODO's for OSX and win32. 2012-05-06 15:45:48 +00:00
Brecht Van Lommel
4f1cdb3e42 Code cleanup: patch by Thomas to fix PassType values to be consecutive. 2012-05-06 15:19:36 +00:00
Brecht Van Lommel
c0331cfc09 Cycles: minor refactoring of fisheye code to fit code style. 2012-05-05 19:44:35 +00:00
Brecht Van Lommel
8103381ded Cycles: threading optimizations
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
  build BVH's for different meshes, rather than all cooperating on the same mesh.
  Especially noticeable for dynamic BVH building for the viewport, gave about
  2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
  (num_cores + 1) threads will be working, this supposedly gives better
  performance on some operating systems, but did not measure performance for
  this very detailed yet.
2012-05-05 19:44:33 +00:00
Campbell Barton
299ff91ea1 code cleanup: BKE_scene api naming.
also stop numpy from being found in /usr/include with cmake.
2012-05-05 14:33:36 +00:00
Brecht Van Lommel
a30dec8e59 Fix related to #31317: viewport render layer rendering now uses render visibility
rather than viewport visibility, is more useful that way.
2012-05-05 10:17:18 +00:00
Joerg Mueller
9466af0eab Patch [#31240] Fix audaspace deadlock
fix for [#31097] glibc error when playing sound using BGE
by Wander Lairson Costa

Note: This deadlock fix makes the code non-threadsafe again, a proper solution has to be found still.
2012-05-04 23:36:10 +00:00
Joerg Mueller
0f5e1f2ff0 Fixes for
* [#31285] VSE: audio pitch change delays audio
* [#31260] VSE Trimmed audio plays when overlaped
2012-05-04 23:28:27 +00:00
Brecht Van Lommel
0c318c4a47 Fix (harmless) uninitialized memory usage in BVH binning.
Fix unneeded warnings with c++ guardedalloc, delete NULL is valid.
2012-05-04 16:38:11 +00:00
Dalai Felinto
d710638c47 small fix for equisolid fisheye (cycles)
the FOV formular is: R = 2 * lens * sin (theta / 2)
in this case theta is fov/2 already, thus the fix
2012-05-04 16:29:41 +00:00
Dalai Felinto
d7fbe03a8a Fisheye Camera for Cycles
For sample images see:
http://www.dalaifelinto.com/?p=399 (equisolid)
http://www.dalaifelinto.com/?p=389 (equidistant)

The 'use_panorama' option is now part of a new Camera type: 'Panorama'.
Created two other panorama cameras:

- Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...)
             this works as a real lens up to an extent. The final result takes the
             sensor dimensions into account also.
             .:. to simulate a Nikon DX2S with a 10.5mm lens do:
                 sensor: 23.7 x 15.7
                 fisheye lens: 10.5
                 fisheye fov: 180
                 render dimensions: 4288 x 2848

- Equidistant: this is not a real lens model. Although the old equidistant lens simulate
               this lens. The result is always as a circular fisheye that takes the whole sensor
               (in other words, it doesn't take the sensor into consideration).
               This is perfect for fulldomes ;)

               For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can).


Reference material:
http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf
http://www.bobatkins.com/photography/technical/field_of_view.html

Note, this is not a real simulation of the light path through the lens.
The ideal solution would be this:
https://graphics.stanford.edu/wikis/cs348b-11/Assignment3
http://www.graphics.stanford.edu/papers/camera/


Thanks Brecht for the fix, suggestions and code review.
Kudos for the dome community for keeping me stimulated on the topic since 2009 ;)

Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
2012-05-04 16:20:51 +00:00
Jason Wilkins
a0ce240de9 Renamed "fake" OpenGL identifiers.
Any identifier that looks like an OpenGL identifier, but isn't, causes a false alarm by the glreport.py tool.  Most of these were in comments so I just rephrased the comments.  There were a couple of static functions/macros that were easy enough to rename.  Only the glTexco and glIndex fields of the DMVertexAttribs struct was public and had non-local uses.
2012-05-04 11:50:11 +00:00
Brecht Van Lommel
a899ce19d0 Cycles: tweak ATI OpenGL/CUDA fix more with extra error check. 2012-05-04 08:00:58 +00:00
Brecht Van Lommel
0fcf17fc72 Possible fix for #31054: cycles viewport rendering not working with CUDA for
computation and ATI card for OpenGL.
2012-05-03 23:39:42 +00:00
Brecht Van Lommel
f87682f631 Fix #31247: cycles crash after recent bugfix. 2012-05-02 18:14:59 +00:00
Brecht Van Lommel
d64661b507 Cycles: add Ray Length output to Light Path node. This gives the distance travelled
by the last light ray. One use case for this might be to do absorption.

Patch #31232 by Agustin benavidez, see this blog post for details:
http://agus3d.blogspot.com.ar/2012/05/blender-cycles-ray-length-node-output.html
2012-05-02 17:03:46 +00:00
Brecht Van Lommel
30c2abd323 Fixes for recent cycles and python/context commits. 2012-05-02 14:22:22 +00:00
Brecht Van Lommel
1e2afcddd3 Fix #31168: cycles mask layer should only affect objects for camera rays.
Fix: texture coordinate normal output was not correct, still changed under
object transform.
2012-05-02 09:33:45 +00:00
Brecht Van Lommel
af51b73504 Fix #31202: cycles crash in new BVH builder on Windows, when compiling with
debug info.
2012-05-01 17:17:17 +00:00
Thomas Dinges
23023be4f5 Cycles Addon:
* Some tiny updates and cleanups to the Cycles addon entry.
2012-04-30 19:52:07 +00:00
Brecht Van Lommel
1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +00:00
Daniel Genrich
796dd8a321 Fix compile error with msvc 2012-04-30 11:27:06 +00:00
Brecht Van Lommel
f7078dcbe2 Cycles: remove a few usages of double, to fix opencl warnings. 2012-04-30 10:03:13 +00:00
Brecht Van Lommel
281f50cfcc Fix visual studio debug build issue with BVH boundbox, pointed out by Agustin Benavidez. 2012-04-30 10:00:55 +00:00
Campbell Barton
5fb53b6b30 patch [#31091] PVS-Studio Analysis Fixes
from Jason Wilkins (jwilkins)

left out openjpeg changes since this library needs updating.
2012-04-30 08:35:18 +00:00
Joshua Leung
b7a59f52b8 mingw32 compiles again
"__force_inline" keyword used in Cycles header is not defined
2012-04-29 13:00:00 +00:00
Daniel Genrich
16d4c49c46 Fix Cycles to compile again on AMD OpenCL devices. 2012-04-29 12:20:06 +00:00
Daniel Genrich
8bf8a128c2 Smoke: Support for moving obstacles. (Merge from Smoke2 branch)
Sponsored by the Blender Development Fund.
http://www.blender.org/blenderorg/blender-foundation/development-fund/

Remarks:
The original code was not designed to support moving obstacles so I had to introduce some velocity constraints into the code to prevent smoke from exploding. If this causes problems with "fire" emulation, please let me know.
2012-04-28 21:46:43 +00:00
Joerg Mueller
6e40b8b3cf Hopefully a fix for [#31097] glibc error when playing sound using BGE 2012-04-28 13:37:44 +00:00
Joerg Mueller
ef3acaedc1 Audio:
* Fix for [#31099] Audio in Meta-Strips Plays Beyond Strip Cut
* Adding a split files option to the mixdown operator which then renders each channel into a separate file
2012-04-28 13:16:29 +00:00
Brecht Van Lommel
44924a2e5e Cycles: fix for CUDA build. 2012-04-28 09:10:20 +00:00
Brecht Van Lommel
07b2241fb1 Cycles: merging features from tomato branch.
=== BVH build time optimizations ===

* BVH building was multithreaded. Not all building is multithreaded, packing
  and the initial bounding/splitting is still single threaded, but recursive
  splitting is, which was the main bottleneck.

* Object splitting now uses binning rather than sorting of all elements, using
  code from the Embree raytracer from Intel.
  http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

* Other small changes to avoid allocations, pack memory more tightly, avoid
  some unnecessary operations, ...

These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.

BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.

=== Threads ===

Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.

Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.

=== Normal ====

Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.

In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.

=== Render Layers ===

Per render layer Samples control, leaving it to 0 will use the common scene
setting.

Environment pass will now render environment even if film is set to transparent.

Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.

=== Filter Glossy ===

When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.

Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.

Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
Campbell Barton
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
Brecht Van Lommel
6d4841ba82 Fix #31058: missing Simplify panel for cycles. 2012-04-26 12:13:26 +00:00
Mike Erwin
b12fd22791 ndof: avoid potential buffer overflow in libspnav 2012-04-25 01:24:29 +00:00
Antony Riakiotakis
4e6590067d revert 45924, not a very clean solution, especially for external libraries and looks like -fpermissive is used in linux too 2012-04-24 16:14:23 +00:00
Antony Riakiotakis
0db3c5f743 Remove mingw-w64 errors from loss of precision by converting 64bit pointers to ints. All cases found were harmless and the error behaviour could be turned off by the -fpermissive flag but I'd rather keep that off to detect any real problems should they arise. 2012-04-24 14:33:44 +00:00
Antony Riakiotakis
4782522379 Add libMV and Scons support for MinGW-w64, patches by Caleb Joseph with slight modifications.
Thanks!
2012-04-24 12:57:58 +00:00
Antony Riakiotakis
8b476d0275 First MinGW-w64 support for cmake has been added. To test I recommend this build:
http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/ray_linn/GCC-4.7.0-with-ada/mingw-w64-gcc-4.7.0-runtime-2.0.1-static-ada-20120330.7z/download

Other builds may also work but due to the constantly changing nature of the compiler this cannot be guaranteed. I often had to change compilers while building the libraries and this one is the one that did the job for most of them.

This first support is experimental and considered "advanced". To enable pass -DWITH_MINGW64 during cmake configuration. Also make sure to extract the compiler on C:/MinGW and that MinGW/bin is in your path. To build check out lib/mingw64.

Initially the support is lacking until I get every library compiled correctly. For now you should disable WITH_CYCLES(sorry, I know some people are dying to do benchmarks, but still a few libs to go), WITH_IMAGE_OPENEXR, WITH_OPENCOLLADA, WITH_LIBMV and WITH_CODEC_FFMPEG(links but hangs on startup).

Still the tools are working, the memory limit is increased and due to the experimental nature of the setup, full optimization with SSE2 is available, which makes the build quite fast. Also the compiler and especially, the linker are way faster than regular MinGW.

The wiki docs have also updated. Happy testing!
2012-04-23 20:09:59 +00:00
Brecht Van Lommel
95432a2a2b Fix #31065: cycles render crash with large node groups, increased the stack
size now, this seems to work well after some testing.
Fix: material override not working on objects without a material assigned.
2012-04-23 18:15:38 +00:00
Daniel Genrich
fb6ee37aa2 corrected more issues from [#31069] Analyzing the Blender project with PVS-Studio.
Remark: I think that "!(nbored & CFBnd)" would be correct but it introduced other bugs so, I just quiet compiler warnings leaving the running system untouched.
2012-04-23 17:33:12 +00:00
Daniel Genrich
a164aa1ab6 Bugfix [#30298] Fluid-Sytem does not work! (Part 2, Part 1 fixed by Brecht)
Canceling fluid simulation did not work when speed was zero.
2012-04-22 17:31:39 +00:00
Daniel Genrich
21f6bac0a3 Fix [#30954] Fluid obstacle checkbox has no effect
Note: Supporting obstacles which can be enabled/disabled as animated propoerty is not likely to happen. So I marked this as "Won't fix"/TODO.
I also reverted last commit on this bug because it didn't work and disabled the property from UI to avoid confusion.
2012-04-21 22:09:09 +00:00
Brecht Van Lommel
801aaf5cdc Fix exposure being applied to cycles AO pass. 2012-04-19 15:00:54 +00:00
Nicholas Bishop
fc0f41756e Fix for disabling noisy opennl output.
More info from bf-committers:
http://lists.blender.org/pipermail/bf-committers/2012-April/036339.html
2012-04-19 02:12:39 +00:00
Thomas Dinges
0150e01993 And another fix for r45669 to have dualcon compile on windows... 2012-04-16 10:22:28 +00:00
Brecht Van Lommel
4d1c7992d7 Fix/tweak for cycles border render, it wasn't generating the exact same samples
when rendering a subset instead of the whole, mostly useful for debugging.
2012-04-16 09:52:25 +00:00
Brecht Van Lommel
869c69b149 Fix for isnan compile issue on windows (second try). 2012-04-16 09:13:32 +00:00
Brecht Van Lommel
93df58160e Fix #30966: cycles nan mesh vertices got set to (0, 0, 0), now remove them instead. 2012-04-16 08:35:21 +00:00